Void
Void is an extremely dangerous and exotic phenomenon. It is effectively anti-creation in a pure form. Any physical matter or energy interacting with void is absorbed and nullified, never to be seen again. It is said that every instance of void is a literal hole in the universe, through which all of creation could fall if it is allowed to grow.
The void hungers; once manifest, it seeks to destroy all of creation, its will growing in proportion to its size and devouring power. Unlike almost all other powers, every void effect must be manually and deliberately ended--and the void resists such attempts. If the caster dies, loses consciousness, or otherwise becomes indisposed (or just doesn't care), the void acts on its own, potentially growing unstoppably powerful, and almost certainly becoming a threat to the caster and their allies.
Rank 1
- Dark Star: At-will, swift; you create a tiny sphere of void--the most basic form. While small, its ability to annihilate on contact makes it formidable.
- As a standard action, you can direct the sphere to attack a single target within range, inflicting heavy disintegration damage (requires a touch attack). Afterward, it zips back to your hand.
- By readying an action, you can attempt to intercept a missile attack, by rolling a touch attack against the missile. On success, the missile is annihilated if Tiny or smaller (i.e. a normal medium weapon's missile); if larger, it suffers heavy disintegration damage.
- At the start of any round in which you did not use the Dark Star at all the previous round, you must pass a Willpower check against the Dark Star (DC same as dismissing it); on failure, it acts on its own this round.
- The Dark Star does not go away on its own. You must dismiss it as a standard action by winning a DC 15 Willpower check. The DC for this increases by 1 for each instance of the Dark Star inflicting damage or annihilating something, minimum +1 per round active.
Rank 2
- Void Blade: At-will, swift; you conjure the void into the shape of a blade. Thereafter, as a standard action, you can inflict a melee touch attack inflicting heavy disintegration damage. It does not act on its own, but still must be actively dismissed. Any critical failure to dismiss it causes it to change form and act on its own.
- Void Zone: At-will, standard, ranged; you conjure the void into a single square within range. Thereafter, anyone entering the square or starting a turn there must pass a Fortitude save or suffer heavy disintegration damage. If they die in the square, their remains are sucked into the void, forever lost. All those within 3 squares of the void, on turn start, are pulled 3 squares inward (Str negates; flying creatures disadvantaged).
- If the zone inflicts damage 4 times, it grows to a 2x2 square, with a 5 square pull radius.
- If the zone inflicts damage 16 times, it grows to a 3x3 square, with a 10 square radius. etc (64-20/256-40/1024-80).
- The zone must be actively dismissed. Critical failure on a dismissal check causes the zone to animate and act on its own, able to move as much per round as its pull radius.
- Void Shield: At-will, swift; you conjure the void into the form of a shield, which you "wield" with one hand, directing it to nullify incoming attacks. Thereafter, you gain a reaction:
- Reaction to an incoming attack; you interpose your shield in front of the attack. If the attack is a natural weapon in melee, the attacker suffers heavy disintegration damage, and must pass a Fortitude save to complete the attack on you. If the attack is a held weapon or missile, the weapon or missile is annihilated (Fort mitigates to heavy disintegration damage). Either way, if the attack is completed, its damage against you is reduced by the amount of damage you did with the shield.
- You can use the shield to nullify an incoming spell attack that includes you. Subtract your damage roll from any damage the spell does before it affects you (and anyone behind you, if an area). If it entirely negates the damage, it also negates any side effects. If there is no damage, roll Willpower against the DC; on success, the spell is utterly nullified.
- Reaction to an incoming attack; you interpose your shield in front of the attack. If the attack is a natural weapon in melee, the attacker suffers heavy disintegration damage, and must pass a Fortitude save to complete the attack on you. If the attack is a held weapon or missile, the weapon or missile is annihilated (Fort mitigates to heavy disintegration damage). Either way, if the attack is completed, its damage against you is reduced by the amount of damage you did with the shield.
Rank 3
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Void Wall: At-will, standard, ranged, wall 1 per 2 levels; a 10-foot high wall of void appears in the designated location. Any creature crossing purposefully suffers heavy disintegration damage with no save; if reduced to 0, they are lost to the void forever. If forced into the wall, they are allowed a Fortitude save to take half damage and are not annihilated. The wall blocks line of sight and line of effect. The wall must be dismissed manually, as with all void effects.
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Star of the Void: At-will, swift; as Dark Star, but the void effect takes the form of a sphere whose event horizon is about the size of a softball, at first. This sphere is larger and harder to control than a Dark Star, but more powerful.
- As a standard action, you can attempt to direct the Star to move, intercepting enemies and harming them. Roll Willpower against the Star's DC, which starts at 20. For each point above 20, you can move the star that many squares. Anyone in its path suffers heavy disintegration damage.
- Each instance of damage adds +1 to the DC to move or dismiss the Star. It must be manually dismissed, as with other void effects.
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Void Resistance: You gain Resist 50% to any damage caused by the Void power. If any void effect that is not controlled randomly decides to attack you, it must roll again to find a target. If it rolls you again, it will attack you.
Rank 4
- Become the Void: Your form becomes void itself. You are effectively invulnerable, and your touch is extremely deadly, but you are in extreme danger of losing yourself to the Void.
New void forms:
- Creep
- tbd
You gain the ability to take void form briefly.
Rank 5
You no longer need to contest the will of the void.