Post by Darth Xaos on May 1, 2015 0:22:48 GMT
Blood Witch:
Dark Side Witches are distinguished from the Sith by their emphasis on the Living Force. To a Witch life is power…and, for Sith Blood Witches, the blood is the life. Drawing power from the very essence of life, Blood Witches practice a potent but forbidden path. Most societies have taboos about blood and the Blood Witch risks much by drawing on this font of heady power. The risks go beyond the social as Blood Magic drains the user’s health and the over enthusiastic have met their deaths dabbling therein. But many find these risks more than worth the immense power Blood Magic offers.
Blood Magic: The power of blood is the core of the Blood Witch’s Path and, at level fifteen, they begin to plumb the salty depths of blood’s power. This ability allows the Witch to use her own blood to boost the power of her Force Powers. The Witch cuts herself to initiate this ability and, while it is active, all of the Witch’ Force Powers affected (which can including Elemental Magic) are significantly more powerful, gaining a bonus Rank. Furthermore the Witch does not count Powers affected by Blood Magic against her total Force Power uses. Each Force Power enhanced requires a single cut and the Blood Witch may let blood a maximum number of times equal to her Toughness Stat. If a Blood Witch hits this maximum then she immediately loses consciousness due to exsanguination and will die swiftly if not given medical attention.
Blood Jump: Blood is something most species have in common, a link that unites the Galaxy. Blood can communicate many things; it calls out down familial lines carrying Force affinity from ancestor to descendant. Blood is a pathway through which travel is possible…and not simply metaphorical travel. At level sixteen, a Blood Witch learns to express these truths in a most visceral fashion. The Witch may “dive” into one creature’s bloodstream and come out of another’s. This requires line of site of both entry point and egress point at the start of the jump. The Blood Witch literally dives into one being and out the other. This causes no physical damage but for those unprepared the experience can take a serious psychological toll. Creatures without blood cannot be jumped through.
Mystic Scars: As a Blood Witch progresses she learns to use the inherent power of flesh as well as blood. Starting at level seventeen, a Blood Witch may carve intricate scar patterns into her skin that contain Force Powers. Each scar contains one Force Power and a Witch may have a maximum number of scars equal to a quarter of her Toughness Stat (round down in necessary). Carving a scar takes an hour and the scar vanishes after it unleashes its power. A scar’s Force Power does not count against a Witch’s maximum number of Force uses per turn and does not induce cooldown.
Awaken Blood: For a Blood Witch of at least eighteenth level the blood of others is but a plaything. Provided a Blood Witch does nothing other than concentrate she may take control of another’s blood. Commanding the blood to escape its body the Witch imposes severe penalties on her target. The victim can take only one action a turn, can only walk at half-speed and takes damage each turn. Creatures without blood are immune.
Blood Charge: At level nineteen, a Blood Witch learns to erupt with violent force when using Blood Jump. Both the entry and exit points suffer damage when a Witch uses Blood Jump. She may choose not to do damage with Blood Jump.
Blood Lurk: Perhaps the most disturbing of a Blood Witch’s abilities is hiding within the blood of a living being. At level twenty a Blood Witch may enter a bloodstream and stay there indefinitely.
Lvl Special Abilities
15 Blood Magic
16 Blood Jump
17 Mystic Scars
18 Awaken Blood
19 Blood Charge
20 Blood Lurk
Proficiency Points:
C: 15, 17, 18, 19, 20
S: 15, 17, 19
P: 16, 18, 20
F: 16, 17, 18, 19, 20
Dark Rider:
In the days of Hyperspace travel and space stations that dwarf moons it seems all too easy to dismiss the idea of cavalry as outdated. Yet the Dark Riders not only preserve the ancient traditions of mounted combat but excel at it. Amongst Dathomiri Witches the Rancor is the traditional mount but the Dark Riders have used a great variety of beast as mounts over the millennia. The bond between Dark Rider and mount is truly impressive, bending the laws of the Force and space in its most advanced manifestations. It is this link that forms the basis of a Rider’s power and a Rider often feels unarmed when not in the company of his mount.
Empathic Link: Very little is more vital to a Dark Rider than his connection with his mount. At level fifteen this connection ceases simply to be one of comradeship and becomes truly mystical in nature. A Dark Rider may communicate telepathically with his mount freely across any distance. This does not require any depleting of the Rider’s Force use total but it can be negated by creatures or effects that negate Force use (for example, Ysalimiri).
Force Bond: Force bonds are powerful connections that often form between master and apprentice. By level sixteen, a Dark Rider’s connection with his mount has become so powerful that it is a legitimate Force Bond. Any Force Powers that affect either the Rider or his mount affect both.
Power Link: At level seventeen, the Dark Rider learns to put the Force bond he previously established to active use. The Dark Rider may use Force Powers *through* his mount regardless of distance. In other words, the Rider counts as being at his current location *and* at his mount’s location for the purpose of using Force Powers. This can be a useful psychological battle technique as the ignorant may believe the mount to be Force Sensitive after witnessing this.
Pack Alpha: As the Dark Rider grows in power so too does his mount. The mount becomes larger, quicker and certainly more impressive to others of its species. If, during the course of a Mission, a Rider’s mount encounters others of its kind then those beasts will follow and obey the mount for the remainder of the Mission. These creatures cannot be used beyond the Mission unless they are placed directly under the Rider’s control via Elemental Magic. This ability is gained at level eighteen.
Blink: At level nineteen even physical distance is no barrier to the connection between Rider and mount. The Rider may “blink” to his mount’s location regardless of distance. Unfortunately, the mount lacks the ability to blink so the Rider must go to it.
Force Beast: With the pinnacle of a Dark Rider’s achievement his mount reaches a plateau of awareness normally inaccessible to animals. At level twenty, a Rider’s mount becomes Force Sensitive. It may use Apprentice Powers untrained but possesses no Ranks in any Force Powers. The mount has an effective Spirit Stat of ten.
Lvl Special Abilities
15 Empathic Link
16 Force Bond
17 Power Link
18 Pack Alpha
19 Blink
20 Force Beast
Proficiency Points:
C: 15, 16, 17, 18, 19, 20
S: 15, 17, 19
P: 15, 17, 18, 20
F: 16, 18, 20
Elemental Hierophant:
The power of Elemental Magic is in decline and has been so for millennia. This is a fact given testament in all traditions of Dark Side Witches. Though each group has its own legends regarding as to why this is, all agree that the Witches of ages past could accomplish feats that boggle their descendents’ imaginations. It is perhaps unsurprising that this situation has given rise to Witches who dedicate their lives to uncovering and restoring the ancient secrets of Elemental Magic. Known as Elemental Hierophants, they do not seek out the mysteries in ruins or forgotten texts. The ways of Elemental Magic can only be learned and expanded through direct contact with the most powerful forms of nature. It is in mystical sites and the company of mighty spirits that the Hierophants further their Path.
Elemental Focus: The ways of the Elemental Hierophant grant their practitioner access to the deepest mysteries of Elemental Magic. The first step on this journey is the selection of a Hierophant’s primary Element. The Hierophant must choose an Elemental Scholl they possess at least one Rank in as their primary. At level fifteen, an Elemental Hierophant gains one of the following benefits based on which of the Schools of Elemental Magic they select.
Air: Specialization in Air allows a Hierophant to transcend the normal limitations of a Witch’s flight. The weight limit for the Force Fly Path Ability is removed, the Hierophant may carry up to their normal weight limit (based on the Strength Stat) while flying. Furthermore, while in flight the Hierophant may extend his ability to two other individuals. These individuals may use Force Fly so long as they remain within a hundred feet of the Hierophant.
Earth: Achieving unity with the mysteries of Earth allows a Witch to take on the Element’s solidity. A Hierophant with Earth Focus can, at will, transform their flesh and bones into a stone-like substance; this grants them two DR points.
Fire: A Hierophant who immerses themselves in the secrets of flame soon develops surprising resistance to its hungry touch. Fire Focus grants it possessor immunity to damage from flame or intense heat. This excludes heat damage caused by plasma (such as blaster bolts of lightsaber blades) but includes weapons like flamethrowers or incendiary grenades. Note that this immunity does not extend to items on the Witch’s person.
Rune: The secret of a master Runesmith is the creation of Bind-Runes, which combine multiple Runes to deadly effect. When a Witch with Rune Focus inscribes a Rune they may include up to two effects instead of just one. These effects may be from the same School of Elemental Magic or from different schools. Only one of the effects may be used each combat round, however.
Water: A Hierophant who specializes in Water becomes at home in their Element. This specialization grants the ability to breathe underwater and removes any penalties to the Swim Skill caused by wearing armor. Furthermore, they can never fail at a use of the Swim Skill; their Swim Ranks represent degree of success rather than chance of success.
Wilderness: It is easy to forget that sentient species are just another breed of animal; this is a mistake Wilderness Hierophants do not make. This Elemental Focus allows the Witch to use Wilderness Magic to emulate the unique abilities of other sentients. The Hierophant may take on another species’ Special Advantages/Disadvantages or its Core Stat Adjustments but not both at the same time. While using this ability, a Witch loses their own Core Stat Adjustments or Special Advantages/Disadvantages as appropriate.
Circle Magic: An ancient rite of the Witches, a properly constructed magical circle raises the power of Elemental Magic to its highest pitch. The presence of a sufficiently initiated Elemental Hierophant is essential for the creation of a true circle. Starting at level sixteen, a Hierophant may act as the catalyst for circle magic. The first requirement is at least one other Witch of level five or higher and a circular location. Some favored circle sites among Witches are circular clearings in forests and standing stones but even a circle drawn in the dirt will suffice in a pinch. Once the proper rituals have been enacted to create the circle its powers may be used. A magic circle basically allows the Witches involved to ‘pool’ their Ranks in Elemental Magic. This can create some very impressive effects, for example using the total pooled Ranks in Earth Magic to move a mountain. The power limits of the circle are governed primarily by the total amount of Ranks pooled and moderator discretion.
Summoning Mastery: Explorations of the Elemental mysteries continue with the selection of a secondary Element. This choice of secondary Element enhances summoning abilities. A Hierophant may choose any School as his secondary Element provided they have at least one Rank in it and it was not chosen as the primary Element at level fifteen. When the Witch uses the Summon Elemental ability, the summoned Elemental is accompanied by two others of the secondary Element’s type. The summoned Elemental may be of any type but the two accompanying ones will always be of the Hierophant’s secondary Element. If the summoned Elemental is destroyed then the accompanying Elementals will also vanish but either accompanying can be destroyed and cause no ill effect on the other or on the summoned Elemental. This is gained at level seventeen.
Weapon Attunement: An ancient mark of the Elemental Hierophant has always been the enchanted blades they wield. This ability, gained at level eighteen, functions exactly like the Dark Force Adept’s Force Weapon ability. However, it provides an additional benefit based on the Element used to enchant the weapon. Air grants increased precision and speed, Earth causes increased raw damage, Fire adds heat damage and Water adds cold damage. The Wilderness and Rune Schools may not be used in conjunction with this ability. A Hierophant must have at least one Rank in a School to enchant a weapon with it. If the Hierophant’s Basic Path is Dark Side Adept then their Force Weapon ability is upgraded to function in the same way as a Weapon Attunement. This allows for the enchantment of two separate weapons (each with a different Element if desired). Both weapons may be enchanted in a single sitting, taking up only the same amount of time required to imbue one.
Elemental Aura: A Hierophant’s studies reach a new tier with the attunement of a tertiary Element. The lore of this Element allows for the projection of Elemental Auras. The tertiary Element must be different from the primary and secondary and the Witch mast have at least one Rank in its School. Each Element gives access to three different Auras but only one may be active at a time. To switch between Auras requires fifteen minutes of concentration. While any Aura is active the Witch may not use Force Stealth (Auras can be shutdown completely at will, reactivating Auras follows the same rules for switching). Elemental Aura is gained at level nineteen. Note that bonus Ranks from an Aura, unlike regular bonus Ranks, do allow the untrained use of anything they enhance.
Air:
Earth:
Fire:
Rune:
Water:
Wilderness:
Elemental Ascension: The final achievement of the Elemental Hierophant is to leave their flesh behind and become a being of elemental purity. At level twenty, in a moment of great rapture, a Hierophant transforms into the form of an incarnate spirit. Their body alters to reflect their primary Element and they need no longer sleep, eat or drink but may do so for pleasure. They do not age and can live for millenia if they are cautious. They do, however, require time spent physically immersed in their chosen Element and, after several days of missing such sessions, will begin to experience a state similar to starvation. Additionally, a Hierophant either gets an upgrade or expansion of his level fifteen ability as shown below:
Air: The Hierophant’s Force Fly ability may now be extended to five other individuals. Additionally, the Hierophant (and anyone sharing in their flight) may hold their breath indefinitely and survive in the void of space.
Earth: The Hierophant’s stone skin now offers 5 DR points.
Fire: Immunity to heat damage now extends to any items on the Hierophant’s person. Additionally, plasma damage no longer harms the Witch with the exception of lightsaber blades.
Rune: Bind Runes now can include up to five effects instead of just two. The Hierophant's player may also ask two questions per Mission that the GM must answer fully and honestly to represent Rune Magic's tie to the universal flow of information. Exceptions may occasionally be made if the question's answer would constitute a major spoiler in the site's metaplot.
Water: If totally submerged in water, the Hierophant may dematerialize and then rematerialize in any other body of water deep enough to cover their entire body. This other body of water must be on the same planet/moon/spacestation/etc. and the Hierophant must, at the very least, have seen an image of his destination and possess a general sense of its location.
Wilderness: Both Core Stat Adjustments and Special Advantages/Disadvantages can be emulated at the same time. Additionally, the Witch can freely choose whether or not to negate their own Adjustments and Advantages/Disadvantages when taking advantage of this ability.
Lvl Special Abilities
15 Elemental Focus
16 Circle Magic
17 Summoning Mastery
18 Weapon Attunement
19 Elemental Aura
20 Elemental Ascension
Proficiency Points:
C: 16, 18, 20
S: 15, 17, 18, 19
P: 16, 18, 19, 20
F: 15, 16, 17, 19, 20
Dark Side Witches are distinguished from the Sith by their emphasis on the Living Force. To a Witch life is power…and, for Sith Blood Witches, the blood is the life. Drawing power from the very essence of life, Blood Witches practice a potent but forbidden path. Most societies have taboos about blood and the Blood Witch risks much by drawing on this font of heady power. The risks go beyond the social as Blood Magic drains the user’s health and the over enthusiastic have met their deaths dabbling therein. But many find these risks more than worth the immense power Blood Magic offers.
Blood Magic: The power of blood is the core of the Blood Witch’s Path and, at level fifteen, they begin to plumb the salty depths of blood’s power. This ability allows the Witch to use her own blood to boost the power of her Force Powers. The Witch cuts herself to initiate this ability and, while it is active, all of the Witch’ Force Powers affected (which can including Elemental Magic) are significantly more powerful, gaining a bonus Rank. Furthermore the Witch does not count Powers affected by Blood Magic against her total Force Power uses. Each Force Power enhanced requires a single cut and the Blood Witch may let blood a maximum number of times equal to her Toughness Stat. If a Blood Witch hits this maximum then she immediately loses consciousness due to exsanguination and will die swiftly if not given medical attention.
Blood Jump: Blood is something most species have in common, a link that unites the Galaxy. Blood can communicate many things; it calls out down familial lines carrying Force affinity from ancestor to descendant. Blood is a pathway through which travel is possible…and not simply metaphorical travel. At level sixteen, a Blood Witch learns to express these truths in a most visceral fashion. The Witch may “dive” into one creature’s bloodstream and come out of another’s. This requires line of site of both entry point and egress point at the start of the jump. The Blood Witch literally dives into one being and out the other. This causes no physical damage but for those unprepared the experience can take a serious psychological toll. Creatures without blood cannot be jumped through.
Mystic Scars: As a Blood Witch progresses she learns to use the inherent power of flesh as well as blood. Starting at level seventeen, a Blood Witch may carve intricate scar patterns into her skin that contain Force Powers. Each scar contains one Force Power and a Witch may have a maximum number of scars equal to a quarter of her Toughness Stat (round down in necessary). Carving a scar takes an hour and the scar vanishes after it unleashes its power. A scar’s Force Power does not count against a Witch’s maximum number of Force uses per turn and does not induce cooldown.
Awaken Blood: For a Blood Witch of at least eighteenth level the blood of others is but a plaything. Provided a Blood Witch does nothing other than concentrate she may take control of another’s blood. Commanding the blood to escape its body the Witch imposes severe penalties on her target. The victim can take only one action a turn, can only walk at half-speed and takes damage each turn. Creatures without blood are immune.
Blood Charge: At level nineteen, a Blood Witch learns to erupt with violent force when using Blood Jump. Both the entry and exit points suffer damage when a Witch uses Blood Jump. She may choose not to do damage with Blood Jump.
Blood Lurk: Perhaps the most disturbing of a Blood Witch’s abilities is hiding within the blood of a living being. At level twenty a Blood Witch may enter a bloodstream and stay there indefinitely.
Lvl Special Abilities
15 Blood Magic
16 Blood Jump
17 Mystic Scars
18 Awaken Blood
19 Blood Charge
20 Blood Lurk
Proficiency Points:
C: 15, 17, 18, 19, 20
S: 15, 17, 19
P: 16, 18, 20
F: 16, 17, 18, 19, 20
Dark Rider:
In the days of Hyperspace travel and space stations that dwarf moons it seems all too easy to dismiss the idea of cavalry as outdated. Yet the Dark Riders not only preserve the ancient traditions of mounted combat but excel at it. Amongst Dathomiri Witches the Rancor is the traditional mount but the Dark Riders have used a great variety of beast as mounts over the millennia. The bond between Dark Rider and mount is truly impressive, bending the laws of the Force and space in its most advanced manifestations. It is this link that forms the basis of a Rider’s power and a Rider often feels unarmed when not in the company of his mount.
Empathic Link: Very little is more vital to a Dark Rider than his connection with his mount. At level fifteen this connection ceases simply to be one of comradeship and becomes truly mystical in nature. A Dark Rider may communicate telepathically with his mount freely across any distance. This does not require any depleting of the Rider’s Force use total but it can be negated by creatures or effects that negate Force use (for example, Ysalimiri).
Force Bond: Force bonds are powerful connections that often form between master and apprentice. By level sixteen, a Dark Rider’s connection with his mount has become so powerful that it is a legitimate Force Bond. Any Force Powers that affect either the Rider or his mount affect both.
Power Link: At level seventeen, the Dark Rider learns to put the Force bond he previously established to active use. The Dark Rider may use Force Powers *through* his mount regardless of distance. In other words, the Rider counts as being at his current location *and* at his mount’s location for the purpose of using Force Powers. This can be a useful psychological battle technique as the ignorant may believe the mount to be Force Sensitive after witnessing this.
Pack Alpha: As the Dark Rider grows in power so too does his mount. The mount becomes larger, quicker and certainly more impressive to others of its species. If, during the course of a Mission, a Rider’s mount encounters others of its kind then those beasts will follow and obey the mount for the remainder of the Mission. These creatures cannot be used beyond the Mission unless they are placed directly under the Rider’s control via Elemental Magic. This ability is gained at level eighteen.
Blink: At level nineteen even physical distance is no barrier to the connection between Rider and mount. The Rider may “blink” to his mount’s location regardless of distance. Unfortunately, the mount lacks the ability to blink so the Rider must go to it.
Force Beast: With the pinnacle of a Dark Rider’s achievement his mount reaches a plateau of awareness normally inaccessible to animals. At level twenty, a Rider’s mount becomes Force Sensitive. It may use Apprentice Powers untrained but possesses no Ranks in any Force Powers. The mount has an effective Spirit Stat of ten.
Lvl Special Abilities
15 Empathic Link
16 Force Bond
17 Power Link
18 Pack Alpha
19 Blink
20 Force Beast
Proficiency Points:
C: 15, 16, 17, 18, 19, 20
S: 15, 17, 19
P: 15, 17, 18, 20
F: 16, 18, 20
Elemental Hierophant:
The power of Elemental Magic is in decline and has been so for millennia. This is a fact given testament in all traditions of Dark Side Witches. Though each group has its own legends regarding as to why this is, all agree that the Witches of ages past could accomplish feats that boggle their descendents’ imaginations. It is perhaps unsurprising that this situation has given rise to Witches who dedicate their lives to uncovering and restoring the ancient secrets of Elemental Magic. Known as Elemental Hierophants, they do not seek out the mysteries in ruins or forgotten texts. The ways of Elemental Magic can only be learned and expanded through direct contact with the most powerful forms of nature. It is in mystical sites and the company of mighty spirits that the Hierophants further their Path.
Elemental Focus: The ways of the Elemental Hierophant grant their practitioner access to the deepest mysteries of Elemental Magic. The first step on this journey is the selection of a Hierophant’s primary Element. The Hierophant must choose an Elemental Scholl they possess at least one Rank in as their primary. At level fifteen, an Elemental Hierophant gains one of the following benefits based on which of the Schools of Elemental Magic they select.
Air: Specialization in Air allows a Hierophant to transcend the normal limitations of a Witch’s flight. The weight limit for the Force Fly Path Ability is removed, the Hierophant may carry up to their normal weight limit (based on the Strength Stat) while flying. Furthermore, while in flight the Hierophant may extend his ability to two other individuals. These individuals may use Force Fly so long as they remain within a hundred feet of the Hierophant.
Earth: Achieving unity with the mysteries of Earth allows a Witch to take on the Element’s solidity. A Hierophant with Earth Focus can, at will, transform their flesh and bones into a stone-like substance; this grants them two DR points.
Fire: A Hierophant who immerses themselves in the secrets of flame soon develops surprising resistance to its hungry touch. Fire Focus grants it possessor immunity to damage from flame or intense heat. This excludes heat damage caused by plasma (such as blaster bolts of lightsaber blades) but includes weapons like flamethrowers or incendiary grenades. Note that this immunity does not extend to items on the Witch’s person.
Rune: The secret of a master Runesmith is the creation of Bind-Runes, which combine multiple Runes to deadly effect. When a Witch with Rune Focus inscribes a Rune they may include up to two effects instead of just one. These effects may be from the same School of Elemental Magic or from different schools. Only one of the effects may be used each combat round, however.
Water: A Hierophant who specializes in Water becomes at home in their Element. This specialization grants the ability to breathe underwater and removes any penalties to the Swim Skill caused by wearing armor. Furthermore, they can never fail at a use of the Swim Skill; their Swim Ranks represent degree of success rather than chance of success.
Wilderness: It is easy to forget that sentient species are just another breed of animal; this is a mistake Wilderness Hierophants do not make. This Elemental Focus allows the Witch to use Wilderness Magic to emulate the unique abilities of other sentients. The Hierophant may take on another species’ Special Advantages/Disadvantages or its Core Stat Adjustments but not both at the same time. While using this ability, a Witch loses their own Core Stat Adjustments or Special Advantages/Disadvantages as appropriate.
Circle Magic: An ancient rite of the Witches, a properly constructed magical circle raises the power of Elemental Magic to its highest pitch. The presence of a sufficiently initiated Elemental Hierophant is essential for the creation of a true circle. Starting at level sixteen, a Hierophant may act as the catalyst for circle magic. The first requirement is at least one other Witch of level five or higher and a circular location. Some favored circle sites among Witches are circular clearings in forests and standing stones but even a circle drawn in the dirt will suffice in a pinch. Once the proper rituals have been enacted to create the circle its powers may be used. A magic circle basically allows the Witches involved to ‘pool’ their Ranks in Elemental Magic. This can create some very impressive effects, for example using the total pooled Ranks in Earth Magic to move a mountain. The power limits of the circle are governed primarily by the total amount of Ranks pooled and moderator discretion.
Summoning Mastery: Explorations of the Elemental mysteries continue with the selection of a secondary Element. This choice of secondary Element enhances summoning abilities. A Hierophant may choose any School as his secondary Element provided they have at least one Rank in it and it was not chosen as the primary Element at level fifteen. When the Witch uses the Summon Elemental ability, the summoned Elemental is accompanied by two others of the secondary Element’s type. The summoned Elemental may be of any type but the two accompanying ones will always be of the Hierophant’s secondary Element. If the summoned Elemental is destroyed then the accompanying Elementals will also vanish but either accompanying can be destroyed and cause no ill effect on the other or on the summoned Elemental. This is gained at level seventeen.
Weapon Attunement: An ancient mark of the Elemental Hierophant has always been the enchanted blades they wield. This ability, gained at level eighteen, functions exactly like the Dark Force Adept’s Force Weapon ability. However, it provides an additional benefit based on the Element used to enchant the weapon. Air grants increased precision and speed, Earth causes increased raw damage, Fire adds heat damage and Water adds cold damage. The Wilderness and Rune Schools may not be used in conjunction with this ability. A Hierophant must have at least one Rank in a School to enchant a weapon with it. If the Hierophant’s Basic Path is Dark Side Adept then their Force Weapon ability is upgraded to function in the same way as a Weapon Attunement. This allows for the enchantment of two separate weapons (each with a different Element if desired). Both weapons may be enchanted in a single sitting, taking up only the same amount of time required to imbue one.
Elemental Aura: A Hierophant’s studies reach a new tier with the attunement of a tertiary Element. The lore of this Element allows for the projection of Elemental Auras. The tertiary Element must be different from the primary and secondary and the Witch mast have at least one Rank in its School. Each Element gives access to three different Auras but only one may be active at a time. To switch between Auras requires fifteen minutes of concentration. While any Aura is active the Witch may not use Force Stealth (Auras can be shutdown completely at will, reactivating Auras follows the same rules for switching). Elemental Aura is gained at level nineteen. Note that bonus Ranks from an Aura, unlike regular bonus Ranks, do allow the untrained use of anything they enhance.
Air:
Earth:
Fire:
Rune:
Water:
Wilderness:
Elemental Ascension: The final achievement of the Elemental Hierophant is to leave their flesh behind and become a being of elemental purity. At level twenty, in a moment of great rapture, a Hierophant transforms into the form of an incarnate spirit. Their body alters to reflect their primary Element and they need no longer sleep, eat or drink but may do so for pleasure. They do not age and can live for millenia if they are cautious. They do, however, require time spent physically immersed in their chosen Element and, after several days of missing such sessions, will begin to experience a state similar to starvation. Additionally, a Hierophant either gets an upgrade or expansion of his level fifteen ability as shown below:
Air: The Hierophant’s Force Fly ability may now be extended to five other individuals. Additionally, the Hierophant (and anyone sharing in their flight) may hold their breath indefinitely and survive in the void of space.
Earth: The Hierophant’s stone skin now offers 5 DR points.
Fire: Immunity to heat damage now extends to any items on the Hierophant’s person. Additionally, plasma damage no longer harms the Witch with the exception of lightsaber blades.
Rune: Bind Runes now can include up to five effects instead of just two. The Hierophant's player may also ask two questions per Mission that the GM must answer fully and honestly to represent Rune Magic's tie to the universal flow of information. Exceptions may occasionally be made if the question's answer would constitute a major spoiler in the site's metaplot.
Water: If totally submerged in water, the Hierophant may dematerialize and then rematerialize in any other body of water deep enough to cover their entire body. This other body of water must be on the same planet/moon/spacestation/etc. and the Hierophant must, at the very least, have seen an image of his destination and possess a general sense of its location.
Wilderness: Both Core Stat Adjustments and Special Advantages/Disadvantages can be emulated at the same time. Additionally, the Witch can freely choose whether or not to negate their own Adjustments and Advantages/Disadvantages when taking advantage of this ability.
Lvl Special Abilities
15 Elemental Focus
16 Circle Magic
17 Summoning Mastery
18 Weapon Attunement
19 Elemental Aura
20 Elemental Ascension
Proficiency Points:
C: 16, 18, 20
S: 15, 17, 18, 19
P: 16, 18, 19, 20
F: 15, 16, 17, 19, 20