EMPYREAN
When the Celestial gods created The Sphere as a home for Mortal souls, they entrusted its care and upkeep to a host of lesser spirits called Medicon. These powerful, temperamental beings are the unseen rulers of material creation, lording over rivers, forests, and vast wilderness domains. All of nature answers to their willful call.
And yet, as Man tames the world, so too are the great spirit beasts and lesser gods of the earth brought to heel beneath the iron rod of Mortal conquest. Some enter into contracts with Mortal sorcerers willingly, offering their services in exchange for favors (seeking perhaps to get the better end of the deal by preying on Mortal pride and ignorance). Other spirits are yoked by the summoner's magic or held captive on pain of banishment to the outer planes. Whatever means a Mortal may employ, very few spirits revere their masters as friends or equals. Even so, the relationship between the summoner and consort need not be one of domineering exploitation. Most often, spirit and Mortal see one another as business partners of a sort, each fulfilling their end of an eldritch contract - no more, no less. There remain also, vestiges of older things within the worlds. Things that ought never to have been, dark dreamings of distant Sleepers beyond the stars. There also remain traces of things not so alien and aberrant; first drafts of a sort, discarded and forgotten by the gods in favor of simpler things that eventually evolved into the flora and fauna of today. Still, these echoes remain, stitched into the fabric of creation, awaiting a mind and soul with the power to give them form and the will to command their allegiance. Mortals with the gift of Empyrean are lords among spirits of all sorts, able to capture and ensorcel great beasts of ether to do their bidding. Such individuals walk the line between physical and spiritual, easily able to pass between the seen and unseen realms with servants and soldiers in tow. |
prime arcanum
oversoul
A guardian spirit called an OVERSOUL watches out for you. This spirit is always present with you, but remains invisible within the Unworld until it crosses into the material plane in order to intervene on your behalf, where it manifests as an eldritch soul with a bizarre appearance and incredible power.
Your Oversoul has a mind and will of its own. It serves you for reasons all its own, which it may or may not disclose to you. It may not even be willing to communicate with you to begin with. Decide its appearance, personality, desires, quirks, and why it serves as your faithful guardian. You should work with your GM to decide the type of spirit it is; a Medicon, an ancestral ghost, a demon, an angel, or something else entirely. |
Unless instructed not to do so (and if it feels like honoring your request), your Oversoul will always enter into the material plane to defend you when danger presents itself, appearing in an unoccupied space within 5 meters of you as a Medium-sized creature when you roll Initiative or are faced with mortal danger. It does not take a place in the Initiative order, but instead has 2.5 Actions it can take at any point during the round (even when it is not your turn). Its Actions cannot interrupt another Action already in progress, however. Your Oversoul can never be more than 20 meters from you at any given time.
Your Oversoul can make a melee or ranged attack using your best stats. It has the same amount of HP that you do and, when reduced to 0 HP, is banished to the Unworld and cannot return to the material plane until the end of your next Full Rest.
Pick an Ethos your Oversoul possesses. You may grant your Oversoul an additional Ethos or Upgrade an existing Ethos every third Level (Level 3, 6, 9, 12, etc.).
Your Oversoul can make a melee or ranged attack using your best stats. It has the same amount of HP that you do and, when reduced to 0 HP, is banished to the Unworld and cannot return to the material plane until the end of your next Full Rest.
Pick an Ethos your Oversoul possesses. You may grant your Oversoul an additional Ethos or Upgrade an existing Ethos every third Level (Level 3, 6, 9, 12, etc.).
ETHOS
Astral Guide
With a touch, your Oversoul opens the eyes of a creature to see the Unworld and the spirits who dwell within.This lasts for as long as your Oversoul remains in contact with the target creature, though your Oversoul can grant this sight to as many creatures as touch it at one time.
Your Oversoul can also pull any n0n-spirit into the Unworld, removing them from the material plane for as long as it maintains contact with them. An unwilling creature may Save to resist your Oversoul's pull and may Save to escape their grasp once pulled into the Unworld.
Your Oversoul's attacks carry the power of astral displacement as well, Staggering any creature it manages to hit with a Melee attack (Save ends).
Upgrade
Your Oversoul can grant sight of the Unworld to any number of creatures who maintain physical contact with it.
Once your Oversoul pulls a creature into the Unworld, it remains there even if your Oversoul breaks contact. A Save is required to return to the material plane, which can only be made once your Oversoul has broken contact with a creature.
Saves against your Oversouls' Stagger effect are made with Disadvantage.
With a touch, your Oversoul opens the eyes of a creature to see the Unworld and the spirits who dwell within.This lasts for as long as your Oversoul remains in contact with the target creature, though your Oversoul can grant this sight to as many creatures as touch it at one time.
Your Oversoul can also pull any n0n-spirit into the Unworld, removing them from the material plane for as long as it maintains contact with them. An unwilling creature may Save to resist your Oversoul's pull and may Save to escape their grasp once pulled into the Unworld.
Your Oversoul's attacks carry the power of astral displacement as well, Staggering any creature it manages to hit with a Melee attack (Save ends).
Upgrade
Your Oversoul can grant sight of the Unworld to any number of creatures who maintain physical contact with it.
Once your Oversoul pulls a creature into the Unworld, it remains there even if your Oversoul breaks contact. A Save is required to return to the material plane, which can only be made once your Oversoul has broken contact with a creature.
Saves against your Oversouls' Stagger effect are made with Disadvantage.
Avatar of the Blazing World
Your Oversoul may manifest an aura of spiritual pressure, exacting a toll on any enemies close to it. As a Half Action, your Oversoul may activate its Aura and maintain its effect with Concentration (your Oversoul's Concentration is seperate from your own). Pick one of the following to occur while your Oversoul's Aura is active:
Upgrade
Your Oversoul can pick two Aura effects instead of one. Your Oversoul's Aura affects creatures within 2 meters of it, not just those who are adjacent.
Your Oversoul may manifest an aura of spiritual pressure, exacting a toll on any enemies close to it. As a Half Action, your Oversoul may activate its Aura and maintain its effect with Concentration (your Oversoul's Concentration is seperate from your own). Pick one of the following to occur while your Oversoul's Aura is active:
- Enemies that start their turn adjacent to your Oversoul become Fixated on it (Save ends). When a creature Fixated on your Oversoul voluntarily moves away or resolves an attack that did not include your Oversoul as a target, your Oversoul can use a Reaction to either move up to (Speed) meters closer to the triggering creature or make an attack against them.
- Enemies that start their turn adjacent to your Oversoul become Weakened or Slowed (decide which when the effect occurs) (Save ends).
- Enemies that end their turn adjacent to your Oversoul take 1d6 + (Empyrean) Mystic damage.
- Allies that start their turn adjacent to your Oversoul gain (Empyrean)d6 Endurance.
Upgrade
Your Oversoul can pick two Aura effects instead of one. Your Oversoul's Aura affects creatures within 2 meters of it, not just those who are adjacent.
Empyrean Might
While you and your Oversoul are within 5 meters of one another, you both gain a +(Empyrean) bonus to attack rolls and base Damage.
Upgrade
Increase the range of Empyrean Might to 10 meters instead of 5. Empyrean Might also grants you or your Oversoul an additional Action each round.
While you and your Oversoul are within 5 meters of one another, you both gain a +(Empyrean) bonus to attack rolls and base Damage.
Upgrade
Increase the range of Empyrean Might to 10 meters instead of 5. Empyrean Might also grants you or your Oversoul an additional Action each round.
Ethereal Champion
When you or your Oversoul make an attack, you can choose to Fixate the target on your Oversoul (Save ends). Your Oversoul always takes half damage from creatures that are Fixated on it.
When a creature Fixated on your Oversoul voluntarily moves away or resolves an attack that did not include your Oversoul as a target, your Oversoul can use a Reaction to either move up to (Speed) meters closer to the triggering creature or make an attack against them.
Upgrade
You and your Oversoul have Advantage to Defend and Save against Fixated creatures. Saves to end the Fixated condition imposed by you or your Oversoul have Disadvantage.
When you or your Oversoul make an attack, you can choose to Fixate the target on your Oversoul (Save ends). Your Oversoul always takes half damage from creatures that are Fixated on it.
When a creature Fixated on your Oversoul voluntarily moves away or resolves an attack that did not include your Oversoul as a target, your Oversoul can use a Reaction to either move up to (Speed) meters closer to the triggering creature or make an attack against them.
Upgrade
You and your Oversoul have Advantage to Defend and Save against Fixated creatures. Saves to end the Fixated condition imposed by you or your Oversoul have Disadvantage.
Guardian Spirit
When you or an ally you can see is attacked by an attack that targets Defense, your Oversoul can use an Interrupt to move up to (Speed + Empyrean) meters into a space adjacent to either the attacker or the triggering ally in order to Defend on their behalf. If it's Defense is successful, your Oversoul takes no damage. If its Defense is unsuccessful, your Oversoul is the new target of the attack.
Upgrade
Guardian Spirit is a Free Interrupt and your Oversoul takes half damage from attacks it takes due to Guardian Spirit.
When you or an ally you can see is attacked by an attack that targets Defense, your Oversoul can use an Interrupt to move up to (Speed + Empyrean) meters into a space adjacent to either the attacker or the triggering ally in order to Defend on their behalf. If it's Defense is successful, your Oversoul takes no damage. If its Defense is unsuccessful, your Oversoul is the new target of the attack.
Upgrade
Guardian Spirit is a Free Interrupt and your Oversoul takes half damage from attacks it takes due to Guardian Spirit.
Master of Locks & Keys
Your Oversoul can pass through solid objects (but not attacks) at will and may consider itself Intangible when moving.
(Empyrean) times per day, your Oversoul can do any of the following:
Upgrade
You and your Oversoul are immune to the Slowed and Immobilized status.
Add the following to the list of things your Oversoul can do each day:
Your Oversoul can pass through solid objects (but not attacks) at will and may consider itself Intangible when moving.
(Empyrean) times per day, your Oversoul can do any of the following:
- Touch a non-magical lock or trap to instantly unlock/disarm it.
- Teleport an object within 20 meters that can fit comfortably in one hand into your possession or its own possession. It does not need line of sight to this object; it needs only to know that it is present and within 20 meters.
- Touch a door or container and seal it so it cannot be opened for 24 hours or until touched again.
- Touch a creature to Immobilize them for as long as it holds Concentration.
- Grab and manipulate objects from up to 10 meters away with all the same strength and dexterity with which you are capable (using your BASIC scores for any necessary Feats).
Upgrade
You and your Oversoul are immune to the Slowed and Immobilized status.
Add the following to the list of things your Oversoul can do each day:
- Touch a magical lock or trap to instantly unlock/disarm it (so long as its Difficulty does not exceed your Rank in Empyrean).
- Teleport a creature it can see up to 20 meters (an unwilling creature may Save to resist).
- Touch a creature to Stun them for as long as it holds Concentration.
- Grab and manipulate objects while visible in the material plane or while invisible, hidden in the Unworld, and from up to 20 meters away.
Mystic of the Deep
Your Oversoul is able to cast Spells using The Mystery. It has (Empyrean) Mana each day with which to cast Spells. Any Echo it generates, however, can be traced back to you. Choose a total of three Spells from any of the following Mysteries:
- Abjuration
- Animancy
- Augury
Upgrade
Your Oversoul gains access to a new Mystery of your choice and learns three more Spells from any of the Mysteries available to it.
Your Oversoul is able to cast Spells using The Mystery. It has (Empyrean) Mana each day with which to cast Spells. Any Echo it generates, however, can be traced back to you. Choose a total of three Spells from any of the following Mysteries:
- Abjuration
- Animancy
- Augury
Upgrade
Your Oversoul gains access to a new Mystery of your choice and learns three more Spells from any of the Mysteries available to it.
Skinrider
(Empyrean) times per Scene, your Oversoul may inhabit the body of a living creature and control its motor functions like a puppet. While doing so, your Oversoul is unable to perform any of its normal Actions and instead acts as the possessed creature (taking the creature's turn in the order of Initiative when applicable).
The creature may resist with a Save when your Oversoul first attempts to take control and again at the end of its turn each round. A successful Save pushes your Oversoul from the creature's body into an adjacent space of your choosing.
If the creature your Oversoul is possessing is reduced to 0 HP while your Oversoul is possessing them, your Oversoul is also reduced to 0 HP.
Your Oversoul can only possess living creatures: undead, constructs, and other spirits are immune to its control, as are Elite creatures of any type.
Upgrade
Saves to resist or end your Oversoul's control are made with Disadvantage. Your Oversoul may possess any non-Elite creature, even undead, constructs, and other spirits. It may even enter into unattended non-magical objects to control or hinder the object's movement, internal mechanisms, and general operation (this may require a successful Save to pull off, depending on the extent to which your Oversoul wishes to manipulate the object and its maleability).
(Empyrean) times per Scene, your Oversoul may inhabit the body of a living creature and control its motor functions like a puppet. While doing so, your Oversoul is unable to perform any of its normal Actions and instead acts as the possessed creature (taking the creature's turn in the order of Initiative when applicable).
The creature may resist with a Save when your Oversoul first attempts to take control and again at the end of its turn each round. A successful Save pushes your Oversoul from the creature's body into an adjacent space of your choosing.
If the creature your Oversoul is possessing is reduced to 0 HP while your Oversoul is possessing them, your Oversoul is also reduced to 0 HP.
Your Oversoul can only possess living creatures: undead, constructs, and other spirits are immune to its control, as are Elite creatures of any type.
Upgrade
Saves to resist or end your Oversoul's control are made with Disadvantage. Your Oversoul may possess any non-Elite creature, even undead, constructs, and other spirits. It may even enter into unattended non-magical objects to control or hinder the object's movement, internal mechanisms, and general operation (this may require a successful Save to pull off, depending on the extent to which your Oversoul wishes to manipulate the object and its maleability).
Soul Siphoner
Whenever your Oversoul hits with an attack, you or an ally within 10 meters of your Oversoul recovers 1d6 + (Empyrean) HP.
Upgrade
Increase the size of Soul Siphon dice to d8s instead of d6s. If your Oversoul reduces an enemy to 0 HP, all your allies within 10 meters of the Oversoul recover 1d8 + (Empyrean) HP.
Whenever your Oversoul hits with an attack, you or an ally within 10 meters of your Oversoul recovers 1d6 + (Empyrean) HP.
Upgrade
Increase the size of Soul Siphon dice to d8s instead of d6s. If your Oversoul reduces an enemy to 0 HP, all your allies within 10 meters of the Oversoul recover 1d8 + (Empyrean) HP.
Spirit Healer
(Empyrean) times per day, Your Oversoul can use a Half Action to restore 1d10 + (Empyrean) HP to a creature it touches.
Upgrade
Add 1d10 to each instance of healing from Spirit Healing.
(Empyrean) times per day, Your Oversoul can use a Half Action to restore 1d10 + (Empyrean) HP to a creature it touches.
Upgrade
Add 1d10 to each instance of healing from Spirit Healing.
Synchronicity
Once per round, your Oversoul takes the same Action you do at the exact same time as you, so long as the Action does not require an expenditure of Focus, Mana, or some other resource.
You may command your Oversoul to act during your turn using your Actions.
Upgrade
Your Oversoul gains an extra Action each round. Your Oversoul can take Actions that require a cost in Focus, Mana, or some other resource so long as the cost is paid by you.
Once per round, your Oversoul takes the same Action you do at the exact same time as you, so long as the Action does not require an expenditure of Focus, Mana, or some other resource.
You may command your Oversoul to act during your turn using your Actions.
Upgrade
Your Oversoul gains an extra Action each round. Your Oversoul can take Actions that require a cost in Focus, Mana, or some other resource so long as the cost is paid by you.
prism
Your spiritual power manifests as crystalline orbs called PRISMS; a vessel for storing and releasing the spiritual echo of a creature. At the end of every Full Rest, you unconsciously generate a number of Prisms equal to your Rank in Empyrean. The maximum number of Prisms (empty or filled) you can have at once is equal to three times your Rank in Empyrean; once you hit this limit, you will stop generating new Prisms.
When one of your Prism's makes contact with a creature, that creature must Save or a tiny portion of its essence is drawn into the Prism where a Vestige (a copy of its soul) is created and stored in stasis. This Save is made with Advantage if you do not wish to create a Vestige of this creature and made with Disadvantage if the creature has 50% or less HP remaining. You may release this Vestige by using a Half Action to shatter the Prism which holds it. The Vestige enters play under your control in the space where its Prism was shattered (if this space is occupied, the Vestige enters play in an adjacent space of your choosing). |
Vestiges are identical to the original creature, except for one key detail; they appear to be comprised entirely of a glowing, ephemeral green mist, making it easy to distinguish between the original and its Vestige. Vestiges cannot speak and have no intelligence at all; they are simply impressions, a mirror image of the original with no mind or will of their own. Once released, a Vestige cannot be re-captured in a Prism nor copied by one.
Any Vestiges you summon take their place in the initiative order right after you. Vestiges retain all the abilities of the original creature they copy, but use your stats and share a pool of HP equal to your own total HP. Any time a specific Axiom or other ability modifier is referenced, you can use your Rank in Empyrean instead. A Vestige you've released disperses into nothing after (Empyrean) minutes have passed.
Pick one type of Prism which you instinctually create. This will affect the properties and abilities of Echoes stored and released from your Prisms.
Any Vestiges you summon take their place in the initiative order right after you. Vestiges retain all the abilities of the original creature they copy, but use your stats and share a pool of HP equal to your own total HP. Any time a specific Axiom or other ability modifier is referenced, you can use your Rank in Empyrean instead. A Vestige you've released disperses into nothing after (Empyrean) minutes have passed.
Pick one type of Prism which you instinctually create. This will affect the properties and abilities of Echoes stored and released from your Prisms.
PRISMS
Cascade
You have complete control over whether or not your Prisms capture an Vestige. Whenever a creature makes contact with your Prism, decide whether or not their Vestige is captured.
You have complete control over whether or not your Prisms capture an Vestige. Whenever a creature makes contact with your Prism, decide whether or not their Vestige is captured.
Cauldron
As a Half Action, you can consume the Vestige within a Prism to recover 2d8 + (Empyrean) HP or 1d4 Focus. This destroys both the Vestige and the Prism containing it.
As a Half Action, you can consume the Vestige within a Prism to recover 2d8 + (Empyrean) HP or 1d4 Focus. This destroys both the Vestige and the Prism containing it.
Chimeric
During any Rest, you can combine two Prisms into one, merging the appearance and traits of the Vestiges contained therein to create a hybrid creature with the abilities of both its originators.
During any Rest, you can combine two Prisms into one, merging the appearance and traits of the Vestiges contained therein to create a hybrid creature with the abilities of both its originators.
Erebos
Vestiges you summon last for as long as you hold Concentration (or until the Vestige is reduced to 0 HP), but you may only Concentrate on one Vestige at a time. Without Concentration, your Vestiges endure for (Empyrean x 2) minutes
Vestiges you summon last for as long as you hold Concentration (or until the Vestige is reduced to 0 HP), but you may only Concentrate on one Vestige at a time. Without Concentration, your Vestiges endure for (Empyrean x 2) minutes
Facsimile
Your Vestiges do not have the tell-tale appearance of a greenish mist, but perfectly resemble the creature they were formed from in every way. Furthermore, you may speak through Vestiges you control in the voice of the creature the Vestige resembles so long as you have line of sight to them.
Your Vestiges do not have the tell-tale appearance of a greenish mist, but perfectly resemble the creature they were formed from in every way. Furthermore, you may speak through Vestiges you control in the voice of the creature the Vestige resembles so long as you have line of sight to them.
Mercurial
After breaking a Prism and releasing its Vestige, there is a chance it will reappear in your possession. During your next Short Rest, flip a coin for each Vestige released up to this point. If the result is heads, the Vestige and its Prism are restored to you.
After breaking a Prism and releasing its Vestige, there is a chance it will reappear in your possession. During your next Short Rest, flip a coin for each Vestige released up to this point. If the result is heads, the Vestige and its Prism are restored to you.
Totemic
The spirits that serve you often enter the material plane not as a wraith-like mist or a fiery phantom, but as strange statues emblematic of their character, values, and personality. These small idol-like objects are known as TOTEMS.
Summoning a Totem is a Half Action and you can summon up to (Empyrean x 3) Totems per day into an unoccupied space within 5 meters of you (recover all your Totems at the end of a Full Rest). Totems cannot move on their own, but can be picked up by a creature and moved into a new space (Totems are light enough to carry in one hand). Totems endure until you are reduced to 0 HP, the Scene ends, or the Totem is destroyed. Unless otherwise stated, a Totem has only 1 HP but cannot be damaged by area or zone effects, traps, or environmental hazards; only a direct attack can damage a Totem (and Totems cannot Defend or Save, so attacks against a Totem automatically succeed). |
Choose two different kinds of Totems you are able to summon. You learn to summon a new type of Totem every third Level (Levels 3, 6, 9, 12, etc.).
TOTEMS
Eidolons
Whatever your Prime Arcanum, as a wielder of Empyrean powers, you are able to summon Eidolons; spiritual "mercenaries" of a sort, who serve at the pleasure of Mortal summoners for their own esoteric reasons. Pick three Eidolons you are able to summon (it is advised you choose three whose Focus cost you are actually able to pay). You learn to summon an additional Eidolon every third Level (Levels 3, 6, 9, 12, etc.).
The following are true of all Eidolons:
The following are true of all Eidolons:
- Summoning an Eidolon requires a full Action.
- You can have up to (Empyrean) Eidolons on the field at one time.
- Eidolons enter play in an unoccupied space within 10 meters.
- All the Eidolons you control share a pool of (Empyrean + 1.5) Actions (and Reactions), which they may take either immediately before, during, or immediately after your turn. A single Eidolon can't use more than 2.5 Actions from this pool (if they have a special ability that gives them extra Actions, consider that the extra Actions are coming from the Eidolon themselves and not the Action pool).
- Eidolons have a number of useful Perks and special abilities but use your BASIC stats for any Feats they need to make and your attack/defense scores for any attacks/defenses they need to make (many Eidolons have bonuses to certain types of attacks - see below).
- When reduced to 0 HP, a Summon immediately returns to the Unworld but can be summoned again with another Action and expenditure of Focus. Eidolons also return to the Unworld the instant the Scene ends or you lose consciousness.
- Each Eidolon is a unique spiritual being. As such, only one instance of an Eidolon can be present in one place at one time; if a different summoner uses their powers to summon an Eidolon that is already present (and under the control of a differrent summoner), nothing will happen.
- Regardless of their personal feelings towards you, an Eidolon is considered an ally while summoned.
When an Eidolon acts, it uses your stats, plus any bonuses of its own. An Eidolons bonuses and special abilities are described on its card (see picture).
1. Name: The moniker the Eidolon is known by. This is likely not their given or True Name, but a sobriquet they are fond of. 2. Summoning Cost: You must pay this amount of Focus to summon the Eidolon to your position in the material plane. 3. Stats: The Eidolon's creature Type as well as its bonuses to specific stats/actions. From left to right, they are:
4. Hit Points: When the Eidolon enters play, roll this dice (Empyrean) times; the total amount rolled is their HP. 5. Abilities: Any special abilities the Eidolon has or persistent effects that come into play when it is summoned will be described here. These are occasionally referred to as an Eidolon's "Powers" |