HEROES    LORE

Ancient Cylinder

Wrestling    Ancient Rod

  • Requires: Will    
  • Origins:  Zordin  
  • Start with:   Buoyancy, ancient cylinder artifact (2H, stow back)

You’ve found, and become strangely connected to, an artifact from the Shattered Planet. This 6-foot-long ancient cylinder, as wide around as a strong arm, is made of an unfathomably lightweight, squishy material. It’s solid except for a thin hole running down its center, which sometimes glows with the pale violet light of Rephaim. When cut or otherwise damaged, light seeps out from the hollow shaft, and the material quickly repairs itself.

A foe struck by the ancient cylinder is seized by a physically harmless but intensely vivid and distracting vision of deformed children in a rectangular pond or harbor, laughing maniacally and attacking one another with similar weapons. This flashing vision inflicts -1 guard on a block and an additional -1 awareness on a hit.

You start with the following ability:

Buoyancy

Will  Roll Maneuver to situate yourself astride the cylinder and take advantage of its magical ability to float in mid-air. If you're a Messenger, you have wind advantage on this roll. 5+: You float and can move one height up or down, or one span sideways.3–4: You can take -1 spirit to succeed; otherwise you fail. 1–2:  No effect.After you succeed, you can continue floating with the cylinder as long as you remain astride it and hold onto it with both hands. You can't use the cylinder to attack while hovering this way. You must take this action again if you wish to float upward. If you take any lethal damage while floating, make this challenge roll as a free action to hold onto the cylinder and maintain buoyancy. Otherwise, you fall off, and the cylinder falls next to you. (You can also, on your next turn, choose to leap off the cylinder and make a jump-attack with a weapon you draw mid-leap.)
Mace Lore SynergyIf you know The Mace lore, that weapon's abilities carry over to attacks you make with the ancient cylinder. For example, if you know Staggering Smash, your cylinder attacks—like your mace attacks—inflict -2 guard. Although the cylinder is far, far lighter than the mace, swinging one is a lot like swinging the other—and the Rephaim seems to channel the force of your swings into additional psychic power.

Abilities to Learn 

.5xp new ability  |  10xp with attribute increase

Mace Practice

✦✧ Strength  You learn The Mace lore and its starting ability, Staggering Smash. (You don't acquire an actual mace, however.)

Psychic Splash

Intellect  Foes struck by the cylinder are inundated by the sensation of being submerged in water. The artifact now inflicts -2 awareness on a hit. If the foe has no Awareness, the excess transfers to additional guard damage.

Secret of Water

✦✧ Intellect  While holding the cylinder near a body of water or in a rainstorm, take -1 awareness and roll Maneuver. You gain water, a magical resource, equal to your roll. This water physically follows the motion of your cylinder, and you can immediately use it to cast one of the following spells as a free action. If you're a Messenger, you have wind advantage on this roll, and you gain an additional amount of water equal to your Will. If you use this ability after you've Called Wind, the water adds to the wind and combines into a single fluid resource, which you can use to cast any spell except those from the Way of FlameYou can't use this ability if you're using the cylinder to hover with Buoyancy. 

Surge   |   WATER  1+

You send a surge of water at a foe in your span. Make an ancient cylinder attack, which can't be countered. On a hit or block, make a free Shove brace with maneuver advantage.You can broaden the water surge, targeting a number of foes up to your Intellect. Each additional foe takes 1 more water. (Roll once for your attack and shove.)

Circle   |   WATER  2

A thick tendril of water flows around you in a protective circle. Roll Maneuver. You gain guard equal to the roll, with overflow up to your Intellect. Until your next turn, if you block or dodge any melee attack, you can make a free Shove brace against the attacker with maneuver advantage. 

Ride Wave   |   WATER  1

You form the water into a wavecrest that carries you quickly across terrain. You move to an adjacent span or into a terrain feature. You can then move this way a second time, or you can take a free action, other than Ride Wave or Run. 

Wrestling    Ancient Rod