Magic/Spells/Disruptive Touch

Keywords: Necromancy

Prerequisites: Decay(Nature-Anima) Affinity

Target: Living Creature Touched

Duration: 1 round per BCB (see description)

Range: Touch

Action: 4 AP

Saving Throw: Resilience negates

Spell Resistance: Yes

Description: You disrupt the lifeforce of a creature you touch. A successful save attack causes the creature to become fatigued for the duration of the spell; if you succeed by 2 degrees or more the target is instead exhausted. You may spend one spell point to increase the duration of the spell to 1 minute per BCB.

Disruptive Type Talents:
Disruptive type talents may be applied to a disruptive touch, granting it a different effect than the default fatigue status ailment. Only one Disruptive Type talent may be applied to a disruptive touch at one time.

Bleeding Touch
Prerequisite: Disruptive Touch

Saving Throw: None

Benefit: You may spend a spell point to cause your disruptive touch to cause the touched creature to begin to bleed for 1 point of bleed per BCB. Due to the magical nature of this bleed the DC to remove the bleed effect with heal increases by ½ the caster's SPB, as well as creatures using healing spells must make a SPB check (1d20+SPB) against the SPB of the spell to remove the bleed through the application of healing magic. You may spend an additional spell point to increase the bleed from this talent to 2 points of bleed per BCB.

Blinding Touch
Prerequisite: Disruptive Touch

Duration: 1d4 rounds or Permanent (see description)

Benefit: You may spend a spell point to cause a creature to become blinded on a successful save attack for 1d4 rounds. If you succeed by greater than 2 degrees this effect instead becomes permanent requiring the effect to be cleansed from the creature via other spells and effects.

Deafening Touch
Prerequisite: Disruptive Touch

Duration: 1d4 rounds or Permanent (see description)

Benefit: You may spend a spell point to cause a creature to become deafened on a successful save attack for 1d4 rounds. If you succeed by greater than 2 degrees this effect instead becomes permanent requiring the effect to be cleansed from the creature via other spells and effects.

Greater Disruptive Touch
Prerequisite: Disruptive Touch, BCB 3rd

Benefit: You may spend a spell point to cause your disruptive touch to exhaust creatures on successful save attack, and if you fail by one degree or less the creature is still fatigued for 1 round.

Sickening Touch
Prerequisite: Disruptive Touch

Benefit: You cause a creature to become sickened on a successful save attack. If you succeed by two degrees or more the creature is instead exhausted.

Steal Voice
Prerequisite: Disruptive Touch, BCB 2nd

Benefit: You cause a creature to have difficulty speaking. On a successful save attack the target must spend a reaction to focus on speaking, with a 20% chance to fail at any verbal spellcasting. If you succeed by one degree the target becomes mute for the duration; greater than two degrees the creature becomes permanently mute requiring the effect to be cleansed from the creature via other spells and effects.

Weakening Touch
Prerequisite: Disruptive Touch

Duration: Instantaneous

Benefit: You may spend a spell point to cause a creature to take 1d10 points of nonlethal damage per 2 BCB (minimum 1d10) on a successful save attack. A failed save attack deals half.

Disruptive Ray
Prerequisite: Disruptive Touch

Keywords: Shaped

Range: Close

Benefit: Your disruptive touch spell may now make ranged touch attacks against creatures within close range. In addition the Disruptive touch spell gains the shaped keyword.

Exhausting Bleed
Prerequisite: Bleeding Touch, Disruptive Touch

Saving Throw: Fortitude negates

Benefit: Creatures affected by your bleeding touch talent are subject to a fortitude save attack. A successful save causes the bleeding creature to become fatigued while their hit points are below maximum, and exhausted if below half. Ending the bleed effect removes these additional effects.

Necromatic Touch
Prerequisite: Disruptive Touch

Target: Creature Touched (see text)

Duration: 1 round per BCB or 1d4 + 1 per BCB (see description)

Saving Throw: Fortitude or Will negates (see text)

Benefit: Your disruptive touch against living creatures deals 1d6 points of damage of a type matching the affinity talent used to cast the spell. Undead creatures touched by this with this talent instead take untyped damage, and are subject to a will save attack; a successful save attack causes undead creatures to become shaken for 1d4 rounds +1 per BCB, bypassing any immunities, you may not spend a spell point to increase this duration. If you succeed by two degrees or more the undead creature begins to flee as if panicked for the duration.