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weird-wizard:ancestries:genasi [2026/01/15 20:20] – ↷ Page moved from weird-wizard:genasi to weird-wizard:ancestries:genasi lwelykweird-wizard:ancestries:genasi [2026/01/15 20:20] (current) – ↷ Links adapted because of a move operation lwelyk
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       * //**Critical Spark:**// Whenever you get a critical success, you can choose one creature or object within 5 yards. The target makes an Agility roll. On a failure, it takes 1d6 damage.       * //**Critical Spark:**// Whenever you get a critical success, you can choose one creature or object within 5 yards. The target makes an Agility roll. On a failure, it takes 1d6 damage.
   * //**Water Affinity**//   * //**Water Affinity**//
-      * //**Strong Swimmer:**// You gain the [[Swimmer]] trait for your movement, allowing you to use your full speed in water.  +      * //**Strong Swimmer:**// You gain the [[..:swimmer]] trait for your movement, allowing you to use your full speed in water.  
-      * //**Flowing Like the River:**// You gain the [[Slippery]] trait for your movement, stopping foes from getting free attacks when you leave their range.+      * //**Flowing Like the River:**// You gain the [[..:slippery]] trait for your movement, stopping foes from getting free attacks when you leave their range.
       * //**Water Breather:**// You are immune from suffocation when underwater.       * //**Water Breather:**// You are immune from suffocation when underwater.
       * //**Critical Flow:**// Whenever you get a critical success, you can choose one creature or unsecured object within 5 yards of you. A target creature makes a Strength roll. On a failure, or if you target an object, you pull it up to 5 yards toward you.       * //**Critical Flow:**// Whenever you get a critical success, you can choose one creature or unsecured object within 5 yards of you. A target creature makes a Strength roll. On a failure, or if you target an object, you pull it up to 5 yards toward you.
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   * //**Wood Affinity**//   * //**Wood Affinity**//
       * **Health:** +5       * **Health:** +5
-      * **Arms of Vines:** Your movement gains the [[Climber]] trait, allowing you to climb at your full speed.+      * **Arms of Vines:** Your movement gains the [[..:climber]] trait, allowing you to climb at your full speed.
       * //**Critical Grasp:**// Whenever you get a critical success, you can choose one creature within 5 yards of you. The creature makes a Strength or Agility check, and on a failure is held by vines that appear around them until the end of their next turn.       * //**Critical Grasp:**// Whenever you get a critical success, you can choose one creature within 5 yards of you. The creature makes a Strength or Agility check, and on a failure is held by vines that appear around them until the end of their next turn.
  
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   * //**Elemental Tradition**// You gain a tradition depending on your Elemental Connection:   * //**Elemental Tradition**// You gain a tradition depending on your Elemental Connection:
-      * **Air:** [[Aeromancy]] +      * **Air:** [[..:aeromancy]] 
-      * **Earth:** [[Geomancy]] +      * **Earth:** [[..:geomancy]] 
-      * **Fire:** [[Pyromancy]] +      * **Fire:** [[..:pyromancy]] 
-      * **Water:** [[Hydromancy]] +      * **Water:** [[..:hydromancy]] 
-      * **Metal:** [[Conjuration]] or [[Technomancy]] +      * **Metal:** [[..:conjuration]] or [[..:technomancy]] 
-      * **Wood:** [[Animism]]+      * **Wood:** [[..:animism]]
   * //**Elemental Augmentation**// You gain an additional benefit depending on your Elemental Connection:   * //**Elemental Augmentation**// You gain an additional benefit depending on your Elemental Connection:
       * **Air** You are immune to Suffocation.        * **Air** You are immune to Suffocation. 
-      * **Earth** Your movement score gains the [[Burrower]] trait.+      * **Earth** Your movement score gains the [[..:burrower]] trait.
       * **Fire** You do not take damage from touching fire.       * **Fire** You do not take damage from touching fire.
-      * **Water** You can squeeze into a space a quarter of your size, as opposed to the standard half of your size. You suffer none of the [[squeezing]] drawbacks when squeezing into a space half of your size.+      * **Water** You can squeeze into a space a quarter of your size, as opposed to the standard half of your size. You suffer none of the [[..:squeezing]] drawbacks when squeezing into a space half of your size.
       * **Metal** You are immune to the Frightened affliction.       * **Metal** You are immune to the Frightened affliction.
       * **Wood** You are immune to the Poisoned affliction.       * **Wood** You are immune to the Poisoned affliction.
   * //**Elemental Boon**// You gain a boon on certain rolls depending on your Elemental Connection:   * //**Elemental Boon**// You gain a boon on certain rolls depending on your Elemental Connection:
-      * **Air:** You roll with 1 boon when using your [[Aeromancy]] magic. +      * **Air:** You roll with 1 boon when using your [[..:aeromancy]] magic. 
-      * **Earth:** You roll with 1 boon when using your [[Geomancy]] magic. +      * **Earth:** You roll with 1 boon when using your [[..:geomancy]] magic. 
-      * **Fire:** You roll with 1 boon when using your [[Pyromancy]] magic. +      * **Fire:** You roll with 1 boon when using your [[..:pyromancy]] magic. 
-      * **Water:** You roll with 1 boon when using your [[Hydromancy]] magic.+      * **Water:** You roll with 1 boon when using your [[..:hydromancy]] magic.
       * **Metal:** You roll attacks with 1 boon when using a metal weapon.       * **Metal:** You roll attacks with 1 boon when using a metal weapon.
-      * **Wood:** You roll with 1 boon when using your [[Animism]] magic.+      * **Wood:** You roll with 1 boon when using your [[..:animism]] magic.
 ==== Level 2 Genasi ==== ==== Level 2 Genasi ====
 **Health:** +4 **Health:** +4
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       * **Earth:** You permanently burrow at full speed. You can also use this talent to become insubstantial for the purposes of moving through earth or stone for 1 minute. If this effect ends while you are inside of a solid object you will be ejected to the nearest empty space. Once you use this talent, you lose access to it until after you rest.        * **Earth:** You permanently burrow at full speed. You can also use this talent to become insubstantial for the purposes of moving through earth or stone for 1 minute. If this effect ends while you are inside of a solid object you will be ejected to the nearest empty space. Once you use this talent, you lose access to it until after you rest. 
       * **Fire:** You can use an action to cover yourself with flames that do not harm you or your possessions for 1 minute. While wreathed in flames, you deal 1d6 damage to any creature that starts its turn within 1 yard of you or moves to enter this 1 yard radius on their turn.  Once you use this talent, you lose access to it until after you rest.        * **Fire:** You can use an action to cover yourself with flames that do not harm you or your possessions for 1 minute. While wreathed in flames, you deal 1d6 damage to any creature that starts its turn within 1 yard of you or moves to enter this 1 yard radius on their turn.  Once you use this talent, you lose access to it until after you rest. 
-      * **Water:** Your movement permanently gains the [[Water Walk]] trait, allowing you to walk across liquid as if it was difficult terrain. You can use an action to gain the Squeeze (1 inch) trait for your movement, allowing you to squeeze through openings as small as 1 inch as you temporarily convert your body to water. Once you use this talent, you lose access to it until after you rest. +      * **Water:** Your movement permanently gains the [[..:water_walk]] trait, allowing you to walk across liquid as if it was difficult terrain. You can use an action to gain the Squeeze (1 inch) trait for your movement, allowing you to squeeze through openings as small as 1 inch as you temporarily convert your body to water. Once you use this talent, you lose access to it until after you rest. 
       * **Metal:** You permanently gain Natural Defense +1. You can use an action to turn your body to metal, granting you +2 Armored Defense for 1 minute. Once you use this talent, you lose access to it until after you rest.        * **Metal:** You permanently gain Natural Defense +1. You can use an action to turn your body to metal, granting you +2 Armored Defense for 1 minute. Once you use this talent, you lose access to it until after you rest. 
       * **Wood:** Your movement permanently gains the Strider trait. You can use an action to enable you to meld with and pass between plants. For 1 minute, you, once per turn, touch a plant an expend 1 yard of movement to appear next to another plant you can see. Once you use this talent, you lose access to it until after you rest.        * **Wood:** Your movement permanently gains the Strider trait. You can use an action to enable you to meld with and pass between plants. For 1 minute, you, once per turn, touch a plant an expend 1 yard of movement to appear next to another plant you can see. Once you use this talent, you lose access to it until after you rest. 
  
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