Roll 1d4: 1-The target’s skin begins to crack and flake off; (2)The target begins to bleed from its nose, mouth, and eyes (3) The targets joints begin to lock in place; (4) the target begins to be pelted by a migrane
Roll 1d4:(1)The caster’s teeth begin to rot with cavities; (2) The casters hair begins to fall out (3) The caster’s begins to dripple constantly. (4) The caster begains to limp
Roll 1d4:(1)The caster’s mouth fills with blood and sours to the point he gains a -2 attack rolls, saving throws, spell checks, and to initiative; (2) The caster’s bones begin to break easily causing double damage for 1d6 rounds. (3) The caster begins to go blind for 1d3 hours (4) The caster’s limbs become so week he can’t use them for 1d6 turns.
Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2)corruption; (3+) misfire.
You curse the target with weak saves. they take a -1 penalty to all saves.
You curse the target with breakable bones. They take an additional 1d4 damage from each attack.
You cure the target with weak body. They take a 1d6 penatly to all checks and attacks.
You bring all three curses upon them! They take a 1d6 penalty to all saves, checks, and attacks, and any damage on them does an additional 1d6 points of damage.
You weaken them completely. Any attack on the target uses a d24 as a base and any roll above 20 counts as a critical hit.
You decimate the body. Each round the target takes 1d20 damage at the start of their turns, and any attack on the target rolls a d30 with any result over 20 on the die being a critical hit.
The target is on death door. All attack on the target use a d30, score a critical hit on an attack that scores over 20 and hit, and all targets add an additioanal d12 to the critical table to determin the effect.
With a vile gesture and a dark word, you cause a target to lose the ability to repair those small bumps and scrapes. It begins to take extra damage as all the small cushions in its body begin to fail The target takes additional damage from any attack while under the effect of this spell. The additional damage is of the same type as the original damage.
Resolve points and hit points need more interaction. I also love how medicine is used in Pathfinder 2nd Ed. Let’s work on that!
You keep your friends alive when it counts.
Prerequisites: Life Science 1 rank, Medicine 1 rank
Benefit: You can use the Medicine skill in conjunction with a medical kit or similar as an action. When you do, make a Medicine check DC 13 and the target must spend a resolve point. If you succeed, you heal the target 1d8 hit points. The resolve point is spent regardless. You may choose to increase the DC by 3 to increase the amount healed by 1d8. You may choose to increase the DC multiple times.
Made this for Starfinder, but I think it fits in Eberron as well.
You are just that good. You can spend a hero point to make two checks instead of one as an action when you use a skill with which you are proficient. If you succeed at one check and fail at the other, you are considered to have succeeded. If you succeed both times, you can count it as two successes or one success with a value equal to three higher than the best check.
Sometimes you are just that damn good. Running an adventure where the players are doing checks in phases and I think that some of them would like this one.
You are just that damn good.
Prerequisites: Computers, Engineering, Life Science, Mysticism, Physical Science, or appropriate Profession 5 ranks.
Benefit: Choose one skill. You can spend a resolve point to make two checks instead of one as an action when you use that skill. If you succeed at one check and fail at the other, you are considered to have succeeded. If you succeed both times, you can count it as two successes or one success with a value equal to five higher than the best check.
Special: You can take Elite multiple times. Each time you do, it applies to a different skill that meets the prerequisite number of ranks.