Warlock Abilities
Otherworldly Patron
You have conducted a pact that allows you to commune with your patron. The patron must be a faerie, a celestial being, a devil, an eldritch monster, a star, or an undead horror.
Erika's patron is the Devil, from the visual novel We Know the Devil. She was contacted by this entity and became a manifestation of it in a previous game.
Create Familiar
You are able to make a familiar of your choice that represents your patron. For example, someone pacting with a celestial being might have a small angelic like creature on their shoulder. The summoning ritual to create such an entity requires 1 hour of meditation in front of a candle. While summoned, there is a potential for your familiar to be destroyed as it has very low health, and it doesn't require food or nourishment to survive. While your familiar is summoned and within 30 feet of your location, you have the ability to see through its eyes. Specific to the warlock path, created familiars have the ability to commune with the creature the warlock has made a pact with. The conversations that occur with your familiar are up to your discretion and will not require mod input.
Huizi is a hand-sized blue butterfly. Erika considers her to be a reflection of herself. They bicker and converse frequently to keep the influence of the Devil active and vital.
Pact of the Blade
You can bond with your weapon. Any time you lose it, you can always summon it back to you. Changing your weapon bond requires that you spend at least 1 full day with it. This item becomes unbreakable unless performed by magical means.
Erika is bonded to the double blade Lethe, a custom-made
butterfly sword that can be wielded together as one sword or separately as two. The sheath is padded and latches to the sword so that it can be used as a blunt, non-lethal weapon.
Pact of the Tome (Mage Hand) (M)
Choose one path action spell marked with an (M) from bard, cleric, sorcerer, or wizard. You learn how to cast it.
You can use magic to create a spectral hand able to move within 30 feet of you. It can pick up any object that doesn't weight more than 10 pounds.
Force Distrust (P)
You have the ability to sow the seeds of chaos within an area around you. You can expend your patron's energy in a given place to make it more amenable to your desires. People with strong links to the divine can detect this, as well as pinpoint your location when it has been used.
The Devil calls to true desires, shaking targets from their obligations, hesitations, and loyalties. In this state, they are open to argument and persuasion, especially from a fellow devil.
Necromantic Touch (M)
You have the ability to touch something and drain its life force to benefit yourself, or the ability to touch something and drain your own life force to give it strength. Using this on an undead or already dead creature heals it while harming you. Careful, this is a good way to accidentally die.
Fog Cloud (M)
You can use magic to create an area of fog no bigger than 20 feet in radius, allowing you to move without detection by normal (nonmagical) means. The fog spreads around corners and fills up narrow passageways completely. A strong gust of wind at least 10mph in strength can disperse the fog.
Eldritch Blast (M)
You can use magic to create a force of energy that expels from your hands.
Darkness (M)
You can use magic to create an area of darkness 15 feet in diameter. The area cannot be seen through by any non-magical means.
Hideous Laughter (M)
You can use magic to distract a person by projecting horrible laughter inside their brain.
Canon Power
Infinity Dream
Erika briefly assumes her true devil form, becoming a semi-tangible mass of butterflies able to move like a weightless fluid before reforming. Handy for dodging blows, surviving impacts, and squeezing through just-too-small gaps.
Wizard Abilities
Comprehend Languages (M)
An object you can touch can become readable to you as long as the item has not been enchanted.
Detect Magic (M)
You can use magic to feel the presence of magically enchanted items or auras around you within 30 feet. The spell can penetrate most barriers, except for one foot of stone, one inch of common metal, a thin sheet of lead, or three feet of wood or dirt.
Academic
When traveling, you can always find a school, a scholarly circle, or a university to stay at. They will provide you free room and board. You can choose one of your chosen spells to become highly adept in. Its effects, range, and power are doubled.
Levitate (M)
You can use magic to lift yourself up from the ground up to 10 feet in the air.
Light (M)
You can use magic to make any object you can touch become a source of light, shedding up to 30 feet of illumination. You have the ability to turn this off or on at will.
Technomancer Abilities
Information Surge (M)(P)
You gain the ability to temporarily render computerized devices within 30 feet of you inoperable for 5 minutes.
Blink (M)(P)(C)
You can use magic to vanish from your current plane of existence and appear in the Ethereal Plane for 1 minute, once per day. While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.
Arcane Hacking (M)
You can use magic to shut down a low level spell's persistant effects by hacking into the reality around the plane it's casted into. When used, it will dispel weak shielding or cloaking magics being used defensively.
Digital Phantom (M)
You can use magic to conceal your party's presence entirely from being seen via magical means.
Technovirus (M)(P)
You can use magic to instill viral code into organic material. While focusing on this spell, you are unable to cast or utilize any other magics. You may choose one of the following effects to take hold on the creature:
• Force Hallucination: the target sees a hallucination of your choice that lasts for up to 5 minutes.
• Psychic Scream: the target feels screaming inside their head, causing them to take moderate, continual damage.
• Confusion: the target loses the ability to think rationally for 5 minutes, and may turn neutral creatures hostile, have them perform in odd and unfamiliar ways, or attack party members