Vault
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When performing an action that deals Blunt damage, the character may spend 4 SP to apply the Psychological Impaired 1 status to the affected target.The effect lasts for 5 seconds. Reapplying this effect while it is already active resets the duration to 5 seconds; the impairment value does not stack.
by mirionos.
Last update Jan. 22, 2026, 12:48 p.m.
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When making an action that use the Electric element, you can spend 4 SP to inflict 1d6 Dazzling points to the target(s) for the next 10s. Each subsequent dice costs 1 SP more than the previous one (second = 5 SP, third = 6 SP, etc.). After 5s half the Dazzling points vanished but reapplying Dazzling points reset the duration to 10s. The Dazzling points reduce the target AP regeneration proportionally to their maximum HP (1 Dazzling point on a 10 maxHP creature reduce their AP regeneration by 5%). If the action affects multiple targets, the user distribute the points as they wants across them.
by mirionos.
Last update Jan. 22, 2026, 12:48 p.m.
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When performing an action that deals Electric damage, the user may spend 5 Success Points (SP) to add one extra Electric damage dice equal in face count to the action's original Electric die. Each subsequent die costs 1 SP more than the previous one (two dice = 11 SP, three dice = 18 SP, etc.).
by mirionos.
Last update Feb. 1, 2026, 5:41 p.m.
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This small glass flask that when consumed gives Electric Resistance 2 for a duration of one minute contains a shimmering liquid that dances with crackling energy. Within the confines of the transparent vessel, wisps of azure and violet hues intertwine, creating a mesmerizing display of electrifying currents, as if it holds within it the very essence of lightning.
by mirionos.
Last update Feb. 3, 2026, 4:36 p.m.
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This one handed electric rod that deals 1d8 Electric damage is forged from dense conductive metal, its surface engraved with evenly spaced runes that discharge energy upon impact. The core is reinforced to withstand repeated surges, ensuring the weapon remains stable despite the force it channels. Its balanced weight and clean finish give it a utilitarian precision, designed for consistent bursts of power rather than ornamental display.
by mirionos.
Last update Feb. 1, 2026, 10:26 p.m.
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This two handed electric staff that deals 1d10 Electric damage is crafted from a core of seasoned wood reinforced with metal veins etched in intricate rune patterns. The runes spiral along its length, channeling flux to its tip where the gathered force is released in controlled surges.
by mirionos.
Last update Feb. 1, 2026, 10:26 p.m.
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This one handed electric wand that deals 1d6 Electric damage is shaped from a single polished rod of rune-carved material, refined to conduct energy efficiently through minimal effort. Its small size hides a meticulous lattice of symbols engraved beneath a thin varnish layer, each one designed to stabilize volatile magic.
by mirionos.
Last update Feb. 1, 2026, 10:26 p.m.
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This one handed electric whip that deals 1d6 Electric damage is composed of a flexible chain made of finely interlocked metal rings, each one engraved with a fragment of a runic sequence. When the weapon is set in motion, the inscriptions align and release energy along the length of the whip.
by mirionos.
Last update Feb. 1, 2026, 10:26 p.m.