Shadow of the Shattered
Variant and Passive Magic Claims - Printable Version

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Variant and Passive Magic Claims - The Shattered - 10-28-2026

CUSTOM MAGIC CLAIMS
Magic TypeOwner
AZMERE
VARIANT
TIER ONE: The seeker can call forth this ability which populates all auras and paths in the field of view.  The mage can see paths that are up to an hour old and has the ability to discern simple bits of information like race and primary direction.  The older a path is, the harder it is to identify the original aura since the remnants fade so quickly.

TIER TWO: The mage can detect paths up to eight hours old.  The ability to discern and identify is only amplified slightly in that paths will hold their true colors for several hours before they start to fade and blend away.  Information like body type and details of recent activity can be determined with a WIS check.

TIER THREE: The mage can detect paths that are up to a day old.  The position of a body, the actions performed and even to the extent of the speed at which something was done can be gleaned.  The seeker can identify many aspects of the target including race, gender, direction and even details like the amount of stress a person was under at a given time based upon the intensity of the path.
CAEN DRELYTH
VARIANT
STAR BRIGHT (tier one): The mage summons pale starlight to illuminate or disorient foes. The light flickers with subtle, shifting runes that can either serve as a simple source of light or induce mild confusion or awe (INT vs WIS).

CELESTIAL CONDUIT (tier two): The mage can channel raw stellar energy through the body, producing blinding light bursts, searing beams, or void-flames that burn through the mind (psychic damage).

AURA OF MADNESS (tier three): Characters within the immediate area must succeed a Wis vs. Wis check or be driven insane. The insanity presents in random bouts throughout the day (i.e. delusions, paranoia, hallucinations, etc.), as well as intense night terrors. To be cured of the intermittent insanity, characters must go on a quest to find two ingredients for a magical potion: [ redacted ], [ redacted ], and [ redacted ]. Once cured, the character has temporary immunity to this effect and gains a +1 WIS buff for the next three checks.
DEVLIN OTENO
PASSIVE
FORTUNE'S FAVOR: Devlin absorbs bits of bad luck from others and transmutes it. He occasionally takes disadvantage on his roll in return for two allies getting advantage on their rolls.
FYRA KINRATH
VARIANT
THE SUMMER COURT (tier one): Fyra can maintain a small full-spectrum “greenhouse sun” in an area. Plants thrive, shadows vanish, and magic relying on darkness is harder to use. Creatures inside feel heavy-limbed warmth. On entry (or at cast), they roll CON vs Fyra’s INT. Failed check: Sun-Softened (minor muscle weakness: disadvantage on STR-based checks and grapples, or reduced speed) for a short duration.

THE SPRING COURT (tier two): Fyra creates a medium-sized bright zone of full spectrum light where luminous pollen rains slowly through the air. Wherever the pollen settles, it crystallizes into photoflora: flowers, vines, and honeycomb lattice made entirely of light. When stepped on, the flora will burst in a flash of blinding light that can cause burns.

THE POMEGRANITE COURT (tier three): Fyra floods a large area with a dense, honey-warm glow and drifting, glowing petals and pollen. The air hums like a beehive. While active, it creates an effect like thickened, warm air, and it becomes hard for hostile enemies to move through, as if they're wading through honey. Her light flowers become pomegranate shrubs, and the fruit will explode with white-hot projectile arils when they're passed to closely.
TAMSIN WREN
VARIANT
LIVING CANVAS (tier one): Tamsin touches one painting she has created and breathes illusionary life into it. Portraits may blink, smile, shift, or appear to breathe; painted animals may move within the scene; and landscapes may stir with grass blowing, flowers swaying, water shimmering, clouds drifting, or candlelight flickering. She may also store small objects within the painted surface, causing them to vanish into the artwork until she retrieves them again. The movement remains visual only: the painting cannot leave its surface, speak, cause damage, reveal unknown information, or physically interact beyond holding what she places inside it. Finished paintings respond most naturally, while sketches, damaged pieces, or faded work may move unevenly or fail entirely.

PAINTED WITNESS (tier two): Tamsin focuses on one of her own paintings and extends her senses through it, allowing her to see and hear from the painting’s location as though looking outward from the painted surface. The painting must still exist and cannot be destroyed, fully covered, painted over, or magically sealed. Smaller portraits provide a narrow view, while larger murals allow broader awareness; damaged or faded paintings may create distorted or muffled impressions. While using this ability, Tamsin is only dimly aware of her physical surroundings and cannot speak, cast, move, or physically interact through the painting.

BRUSHSTROKE PASSAGE (tier three): Tamsin can turn her paintings into temporary thresholds, stepping into one painting she has created and emerging from another. Both paintings must be intact, made by Tamsin, large enough for passage, and clearly known to her; destroyed, painted-over, magically sealed, damaged, rushed, or too-small paintings cannot be used reliably. She may carry what is on her person, and another person may only travel with her if she is physically holding them and the destination is stable enough. The passage feels like moving through wet paint and color, and afterward Tamsin may feel dizzy, drained, nauseous, or visually overwhelmed, especially if she is exhausted, panicked, or traveling through emotionally significant work.
WULFRIC REXANTHE
VARIANT
FIRST LIGHT (tier one): A tight gold glow sits close to Wulfric’s body and outlines his hands and forearms, brightest along knuckles and wrists. Brief afterimages flicker behind his fists when he lunges or swings, like sun glare skipping off metal. When he takes a hit, the glow ripples across his body in a bright pulse before it settles again.

DAWNSHIELD (tier two): The glow hardens and answers violence immediately. When Wulfric is struck, the impact point snaps brighter for a moment and can throw a short flare outward that stings eyes and jars balance. Gold cracks open to show a white-hot core, then seals in the same breath.

SUNCROWN (tier three): At its peak, the glow burns near-white at the center, edged in hard gold. A compact crown of radiance gathers around his head and shoulders, and his hands shine brilliantly bright. After taking up to four hits, while Suncrown is active, he can draw that gathered light down through his hands and release it in a single controlled detonation. The flash heals allies within close range and burns enemies within that same range for equal measure. The light does not vanish when the blast is spent. It lingers as a fierce afterglow, hanging in the air and along the ground, and for the next two turns it pulses again, healing allies and harming enemies who remain within range for half the original amount. When he releases the detonation, he roots himself in place. Until the afterglow fades, he cannot move.