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Magical Attacks

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Post  Captain Peanut Butter Tue Dec 02, 2008 9:31 pm



Last edited by Captain Peanut Butter on Sun Nov 15, 2009 8:27 pm; edited 22 times in total
Captain Peanut Butter
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Post  Mayo Thu Dec 04, 2008 12:25 am


ANIMATE PAWN
   Description: You turn inanimate or dead matter into zombies or golems, which serve you for a time.
   Mechanic: You can animate a number of pawns equal to 1/2 your Magic modifier from any objects that are not animate. For the purpose of this ability, consider corpses an object. These pawns remain in your service for a number of turns equal to your Magic modifier plus 1/2 your Endurance modifier, and function as golems, zombies, or some type of creature whose entry specifies that it can be created with this ability. You cannot have more pawns than 1/2 your Magic modifier at any given time. This ability cannot be used in combination with any physical or magical attack in the same turn.

GOLEM PAWN
Type: Automaton
Level: 1
HP: 14
Attributes: Attack 7, Defense 5, Endurance 7, Magic 3, Resistance 5, Swiftness 3
Abilities: Death Attack Immunity, any 1 physical attack, any 1 magical attack, any 1 magical resistance.
Weakness: None

ZOMBIE PAWN
Type: Undead
Level: 1
HP: 6
Attributes: Attack 9, Defense 9, Endurance 3, Magic 3, Resistance 6, Swiftness 3
Abilities: Death Attack Immunity, Fists of Fury, Strong Attack, Tough as Nails
Weakness: Slow Moving; moderate. The zombie can only take a single action every turn (never a combined action) and can't move from where it stands while attacking. (0 points gained; these points at +2 Attack, +2 Defense, and +1 Resistance).

~@~
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Post  Mayo Thu Dec 04, 2008 12:27 am


ANIMATE DOLL
   Description: You can animate dolls with the Animate Pawn ability.
   Requires: Animate Pawn
   Mechanic: Dolls use the statistics given in their template in the encyclopedia, regardless of the body they are animated from. This ability must be combined with the Animate Pawn ability to be used, but is otherwise automatic.

~@~
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Post  Mayo Thu Dec 04, 2008 12:28 am


ANIMATE GRAVEBORN
   Description: You can animate graveborn with the Animate Pawn ability.
   Requires: Animate Pawn
   Mechanic: Graveborn have the following statistics, regardless of the body they are animated from. They lose access to all the abilities they had in life. This ability must be combined with the Animate Pawn ability to be used, but is otherwise automatic.

GRAVEBORN PAWN
Type: Undead
Level: 1
HP: 6
Attributes: Attack 9, Defense 5, Endurance 1, Magic 9, Resistance 7, Swiftness 4
Abilities: Bite, Claws, Poison Attack, Propagate Curse, Strength of Ages x2, Death Attack Immunity, Burrow
Weakness: Flashbacks; moderate. Whenever a graveborn encounters a person, thing, or situation that reminds them of their previous life, they must make a Resistance check against their own Magic or be stunned for their next turn, taking no actions. (0 points gained; these points add +2 Attack, +2 Magic, and +1 Swiftness).

Hungry Dead; moderate. At each sunset, a graveborn must feed on the flesh of a living, sentient creature, or be wracked with unimaginable pain. Thereafter, each time the graveborn fails to feed for a number of turns equal to their current Endurance modifier, they take a cumulative damage of 1 hit point until they feed on their necessary prey. If a graveborn is reduced to 0 hit points in this manner, it loses control, becoming a storyteller-controlled NPC until it has managed to feed. If the graveborn reaches -10 hit points in this manner, it dies as normal. (2 points gained; the remaining points add +2 Resistance and +1 Swiftness).

~@~
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Post  Mayo Thu Dec 04, 2008 12:30 am


ANIMATE MUMMY
   Description: You can animate mummies, which are much like zombies but with greater magical power, with the Animate Pawn ability.
   Requires: Animate Pawn
   Mechanic: Mummies have the following statistics, regardless of the body they are animated from. They lose access to all the abilities they had in life. This ability must be combined with the Animate Pawn ability to be used, but is otherwise automatic.

MUMMY PAWN
Type: Undead
Level: 1
HP: 6
Attributes: Attack 7, Defense 7, Endurance 3, Magic 9, Resistance 6, Swiftness 3
Abilities: Death Attack Immunity, Earth Attack, Fire Attack, Fists of Fury
Weakness: Slow Moving; moderate. The mummy can only take a single action every turn (never a combined action) and can't move from where it stands while attacking. (0 points gained; these points at +2 Defense, +2 Magic, and +1 Resistance).


~@~
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Post  Mayo Thu Dec 04, 2008 12:31 am

ANIMATE SKELETON
   Description: You can animate skeletons, which are faster than zombies but less durable, with the Animate Pawn ability.
   Requires: Animate Pawn
   Mechanic: Skeletons have the following statistics, regardless of the body they are animated from. They lose access to all the abilities they had in life. This ability must be combined with the Animate Pawn ability to be used, but is otherwise automatic.

SKELETON PAWN
Type: Undead
Level: 1
HP: 6
Attributes: Attack 6, Defense 9, Endurance 3, Magic 3, Resistance 5, Swiftness 9
Abilities: Bite, Claws, Death Attack Immunity, Wind Walk
Weakness: Dry Bones; moderate. The skeleton is very fragile. Any natural 20 rolled on an attack against it destroys the creature instantly. (0 points gained; these points at +3 Defense and +2 Swiftness).
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Post  Mayo Thu Dec 04, 2008 12:33 am


ANIMATE SHADOW
   Description: You bring your own shadow to life. It can aid you in combat.
   Mechanic: By spending one turn, you give "life" to your shadow, creating an entity that looks like a moving silhouette of you. This shadow creature can shadow your attacks and other actions, giving you one extra physical attack, magical attack, or utility power per turn. This ability cannot be combined with any physical or magical attacks on the turn it is summoned, and can only act when you yourself are able to. The shadow creature remains animated for a number of turns equal to your Magic modifier plus your Endurance modifier. Using this ability is otherwise automatic.

~@~
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Post  Mayo Thu Dec 04, 2008 12:42 am


CONJURE ALPHA
   Description: You can summon a monster to your aid.
   Mechanic: This ability takes a full turn to activate, during which you create a summoning circle and conjure through it a monster of your choice. This can be any Level 1 template from the encyclopedia. Upon summoning the monster, you must make a Magic check opposed by its Resistance. If successful, the monster serves you for a number of turns equal to 1/2 your Magic modifer, rounded down. If you fail, the monster breaks free from the circle before you can dominate it and becomes a storyteller-controlled minion. Regardless, the monster acts on its own Swiftness modifier, and you similarly do not sacrifice any actions to maintain this ability after the initial turn. You may only have a single monster summoned with this ability at a time.


~@~
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Post  Mayo Thu Dec 04, 2008 1:00 am


CONJURE BETA
   Description: You can summon more powerful help.
   Requires: Conjure Alpha, 3rd Level
   Mechanic: This ability works as its predecessor, but you may summon two 1st level monsters or one 2nd-level monster, whichever you choose.


~@~
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Post  Mayo Thu Dec 04, 2008 1:01 am



CONJURE GAMMA
   Description: You can summon more powerful help.
   Requires: Conjure Beta, 5th Level
   Mechanic: This ability works as its predecessor, but you may summon four 1st level monsters, two 2nd-level monsters or one 3rd-level monster, whichever you choose.


~@~
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Post  Mayo Thu Dec 04, 2008 1:04 am


CONJURE DELTA
   Description: You can summon more powerful help.
   Requires: Conjure Gamma, 7th level
   Mechanic: This ability works as its predecessor, but you may summon six 1st level monsters, four 2nd-level monsters, two 3rd-level monsters, or one 4th-level monster, whichever you choose.

~@~
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Post  Mayo Thu Dec 04, 2008 1:05 am


CONJURE ELIPSON
   Description: You can summon more powerful help.
   Requires: Conjure Delta, 9th level
   Mechanic: This ability works as its predecessor, but you may summon eight 1st level monsters, six 2nd-level monsters, four 3rd-level monsters, two 4th-level monsters, or one 5th-level monster, whichever you choose.

~@~
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Post  Mayo Thu Dec 04, 2008 1:07 am



CONJURE ZETA
   Description: You can summon more powerful help.
   Requires: Conjure Elipson, 11th level
   Mechanic: This ability works as its predecessor, but you may summon ten 1st level monsters, eight 2nd-level monsters, six 3rd-level monsters, four 4th-level monsters, two 5th-level monsters, or one 6th-level monster, whichever you choose.

~@~
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Post  Mayo Thu Dec 04, 2008 1:09 am


Magical Attacks Abilities_InstantKill

DEATH ATTACK
   Description: You conjure the most dreadful of attacks; one that snuffs out the very life of the opponent it is used on.
   Mechanic: When you execute this attack, the opponent must make a Resistance check against your Magic or be slain instantly. This ability can be used in combination with a physical attack once per turn, but not with any magical attacks in the same turn. This attack can only be used if your opponent is within reach.

~@~
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Post  Mayo Thu Dec 04, 2008 1:10 am


Magical Attacks Abilities_InstantKill

INSTANT DEATH
   Description: You can kill even normally unfellable foes.
   Requires: Death Attack, 10th Level
   Mechanic: You can use Death Attack on opponents that would normally be immune due to Death Attack Immunity, but all such opponents gain a +4 bonus on their Resistance check to oppose the attack. If you have completed the Assassin ability path, such opponents only gain a +2 bonus on their Resistance check.

~@~
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Post  Mayo Thu Dec 04, 2008 1:12 am


Magical Attacks Abilities_EarthBased

EARTH ATTACK
   Description: You can summon the element of earth, holding your opponents fast with the very ground beneath their feet.
   Mechanic: Upon executing this attack, the opponent you direct it at must make a Resistance check against your Magic or be held fast, losing their next turn. The opponent loses all subsequent turns until they make a successful Resistance check. You cannot make magical attacks during any turn in which you hold an opponent immobile in this manner. Opponents not currently touching the ground are immune to this ability. This ability can be combined with a physical attack once per turn, but not with any other magical attacks in the same turn. This attack can be used at a range, as long as you can see your opponent.

~@~
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Post  Mayo Thu Dec 04, 2008 1:13 am


Magical Attacks Abilities_DamageDealingMagical Attacks Abilities_EarthBased

EARTHQUAKE
   Description: You can shake the ground, destroying everything near.
   Requires: Earth Attack, Enhance Magic, 10th level.
   Mechanic: +10 on all Magic rolls with this ability. You automatically affect all targets within a number of feet equal to 1/2 your Magic modifier, rounded down, including allies, but yourself and anyone standing within a few feet of you takes only 1/4 the damage. This attack is useless against flying opponents, and any opponent with Burrow, Climb, or Wind Walk may make a Resistance check against this ability to negate damage. This ability may not be combined with any other attack in the same turn.

~@~
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Post  Mayo Thu Dec 04, 2008 1:15 am


Magical Attacks Abilities_DamageDealingMagical Attacks Abilities_EldritchBased

ELDRITCH ATTACK
   Description: You can summon raw magical power into a mighty blast that disrupts the flow of magic around your opponent.
   Mechanic: +4 on all Magic checks using this attack. If you make a successful Magic (if unarmed) or Attack check (for a weapon), this attack treats the opponent as if they did not gain any bonus to their Defense from physical defenses or to their Resistance from magical resistance during the turn you use it. This attack can be combined with a physical attack once per turn, but not with any other magical attacks in the same turn. This attack can be used at a range, as long as you can see your opponent.

~@~
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Post  Mayo Thu Dec 04, 2008 1:16 am


Magical Attacks Abilities_EldritchBased

PIERCING ELDRITCH ATTACK
   Description: Your eldritch attack is particularly potent.
   Requires: Eldritch Attack, 10th Level
   Mechanic: Your +4 bonus on Magic checks using this ability increases to +6. You can use Eldritch Attack on opponents that would normally be immune due to Energy Immunity (eldritch), but all such opponents gain a +4 bonus on their Resistance check to oppose the attack.

~@~
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Post  Mayo Thu Dec 04, 2008 1:19 am


Magical Attacks Abilities_MindAltering

ENCHANTING PRESENCE
   Description: You have the ability to charm others around you, making friends of foes and use of friends.
   Mechanic: All those who can see, hear, or smell you must make a Resistance check against your Magic or become charmed with you, perceiving your words and actions in the most favorable way possible. Those who would normally find someone of your race and gender attractive are enamored, and feel the compulsive need to win your affection. Charmed creatures are not pawns, and will not take any obviously self-destructive actions under the influence of this ability, nor will they commit an act that goes against their basic nature. Those who are forced to do something against their basic nature receive a new Resistance check to negate this ability. Using this ability is automatic.

~@~
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Post  Mayo Thu Dec 04, 2008 1:20 am


Magical Attacks Abilities_DamageDealingMagical Attacks Abilities_FireBased

FIRE ATTACK
   Description: You can summon the element of fire into a searing blast, burning your opponents.
   Mechanic: +4 on all Magic checks using this ability. When you make a successful Magic (if unarmed) or Attack check (for a weapon), your opponent must succeed on a Resistance check against your Magic or your Magic/Attack (as appropriate) check is increased by +50% (8 would become 12) for the purpose of dealing damage. This ability can be combined with a physical attack once per turn, but not with any other magical attacks in the same turn. This attack can be used at a range, as long as you can see your opponent.

~@~
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Post  Mayo Thu Dec 04, 2008 1:24 am


Magical Attacks Abilities_DamageDealingMagical Attacks Abilities_FireBased

FLAMING AURA
   Description: An advanced spell that continually burns an opponent.
   Requires: Fire Attack, 3rd level.
   Mechanic: +4 on all Magic checks using this ability. When you make a successful Magic, your opponent must succeed on a Resistance check against your Magic or your Magic check is increased by +50% (8 would become 12) for the purpose of dealing damage. In addition to this, the opponent must make an additional Resistance check or suffer 1/4 the damage rounded down for 3 turns. This ability can not be combined with any physical attacks nor with any other magical attacks in the same turn. This ability overlaps Fire Attack except as stated.

~@~
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Post  Mayo Thu Dec 04, 2008 1:25 am


FORCED SHAPESHIFT
    Description: You can forcibly alter the form of another.
    Requires: Shapeshift
    Mechanic: If you take no other actions for an entire turn, your opponent must make a Resistance check against your Magic or be transformed into another creature, gaining its racial package in place of their own. They must meet the minimum attributes for any race they are transformed into, or they instead gain a human racial package (that is, they lose access to all attribute modifiers, abilities, and weaknesses granted by their current racial package).

~@~
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Post  Mayo Thu Dec 04, 2008 1:30 am


Magical Attacks Abilities_IceBased

ICE IMMOBILIZATION
   Description: You can summon the element of ice, holding your opponents fast by covering them with ice.
   Mechanic: +2 on all Magic checks using this ability. Upon executing this attack, the opponent you direct it at must make a Resistance check against your Magic or be held fast, losing their next turn. The opponent loses all subsequent turns until they make a successful Resistance check. You cannot make magical attacks during any turn in which you hold an opponent immobile in this manner. This ability is automatically negated by Fire Attack. This ability can be combined with a physical attack once per turn, but not with any other magical attacks in the same turn. This attack can be used at a range, as long as you can see your opponent.

~@~
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Post  Mayo Thu Dec 04, 2008 1:32 am


Magical Attacks Abilities_DamageDealingMagical Attacks Abilities_IceBased

ICE PROJECTILE
   Description: You can summon the element of ice into a chilling projectile weapon.
   Mechanic: +6 on all Magic checks using this ability. When you make a successful Magic (if unarmed) or Attack check (for a weapon), your opponent must succeed on a Resistance check against your Magic or lose their next turn. This ability is automatically negated by Fire Attack. This ability can be combined with a physical attack once per turn, but not with any other magical attacks in the same turn. This attack can be used at a range, as long as you can see your opponent.

~@~
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Post  Mayo Thu Dec 04, 2008 1:36 am


Magical Attacks Abilities_InstantKill

LIGHT ATTACK
   Description: You channel the holy rays of the sun into a blast of righteous anger.
   Mechanic: When you execute this attack against an undead or evil creature, the opponent must make a Resistance check versus your Magic or be slain instantly. Even evil creatures normally immune to death attacks are vulnerable to this ability. An evil creature is defined as a creature predominantly disposed to destructive behavior. This attack may be combined with one physical attack per turn, but not with any magical attacks in the same turn. You may use this ability at a range, as long as you can see your opponent.

~@~
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Post  Mayo Thu Dec 04, 2008 1:38 am


Magical Attacks Abilities_DamageDealingMagical Attacks Abilities_LightningBased

LIGHTNING ATTACK
   Description: You can summon the element of lightning into a shocking blast, rendering your opponent stunned for a moment.
   Mechanic: +4 on all Magic checks using this ability. When you make a successful Magic (if unarmed) or Attack check (for a weapon), your opponent must succeed on a Resistance check against your Magic or lose their next turn. This ability can be combined with a physical attack once per turn, but not with any other magical attacks in the same turn. This attack can be used at a range, as long as you can see your opponent.

~@~
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Post  Mayo Thu Dec 04, 2008 1:39 am


Magical Attacks Abilities_DamageDealingMagical Attacks Abilities_FireBased

MAGMA CHOKE
   Description: Combining the elements of fire and earth, you can wrap your opponent in a shell of burning magma.
   Requires: Earth Attack, Fire Attack, Enhance Magic
   Mechanic: When you use the Earth Attack ability on an opponent, that opponent also takes damage equal to 1/4 your Magic modifier, rounded down, each turn they remain suspended by the attack. Creatures immune to fire are also immune to the extra damage from this ability, although they may be effected by Earth Attack. This ability must be combined with Earth Attack to use, but is otherwise automatic.

~@~
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Post  Mayo Thu Dec 04, 2008 1:40 am


MIMIC
   Description: Those who can do. Those who can't learn to fake it.
   Requires: World of Illusion, must complete Illusionist ability path
   Mechanic: You can mimic any physical or magical attack. The ability works as normal, but grants no numeric bonus, and opponents with Awareness add their bonus on rolls to oppose this ability. You may only mimic one ability per turn.

~@~
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Post  Mayo Thu Dec 04, 2008 1:42 am


Magical Attacks Abilities_MindAltering

MIND CONTROL
   Description: You can turn living creatures into your thralls by magically imposing your will upon them and robbing them of their own.
   Mechanic: When you execute this ability, the opponent must make a Resistance check against your Magic or be subjected to your will. In effect, you now control the actions of the recipient, and can magically receive input from all five of the pawn's senses as if you were in their body. Commands may be spoken or communicated telepathically. Subjects resist this kind of control, and forcing a subject to take any action against their basic nature allows them an additional Resistance check to throw off the control; failure on this check indicates that the pawn goes along with the action despite its reservations. The pawn gains a +4 bonus on the first secondary check made to throw off the control, a +2 bonus on the third, no bonus on the fourth, and a cumulative -2 penalty on every further check made to throw off their new master's control. You may control a number of living pawns with this ability equal to 1/4 your Magic modifier. This ability cannot be used in combination with any physical or magical attack in the same turn.

~@~
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Post  Mayo Thu Dec 04, 2008 1:45 am


Magical Attacks Abilities_DamageDealingMagical Attacks Abilities_Poisons

POISON ATTACK
   Description: You can summon a virulent poison into your hand or weapon, sapping your opponent's health on contact.
   Mechanic: When you make a successful Magic (if unarmed), or Attack check (for a weapon), your opponent must succeed on a Resistance check against your Magic or lose 1 hit point each subsequent round until the Remove Poison ability is applied to the afflicted character. This ability can be combined with a physical attack once per turn, but not with any other magical attacks in the same turn. This attack can only be used if your opponent is within reach.

~@~
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Post  Mayo Thu Dec 04, 2008 1:49 am


Magical Attacks Abilities_Poisons

ARCANE FEVER
   Description: Developed by sadistic mages to get back at their fellows, this poison attacks the connection between a mage and their spellcasting power.
   Requires: Poison Attack
   Mechanic: Each time that your opponent would normally lose a hit point due to Poison Attack, they also temporarily lose 1 point from their Magic modifier until they either reach Magic 0 (falling unconscious) or the Remove Poison ability is applied to them. This ability takes an additional turn to apply, and must be used in combination with Poison Attack, but is otherwise automatic.

~@~
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Post  Mayo Thu Dec 04, 2008 1:54 am


Magical Attacks Abilities_DamageDealingMagical Attacks Abilities_Poisons

ASSASSIN’S ROOT
   Description: This lethal poison attacks the heart, killing the victim slowly.
   Requires: Poison Attack
   Mechanic: Each time that your opponent would normally lose a hit point due to Poison Attack, they also temporarily lose 1 point from their Endurance modifier until they either reach Endurance 0 (falling unconscious) or the Remove Poison ability is applied to them. This ability takes an additional turn to apply, and must be used in combination with Poison Attack, but is otherwise automatic.

~@~
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Post  Mayo Thu Dec 04, 2008 1:56 am


Magical Attacks Abilities_Poisons

FIGHTER’S BANE
   Description: Long watched for by arena officials, this deadly poison saps the strength of its victims, rendering them weak in battle.
   Requires: Poison Attack
   Mechanic: Each time that your opponent would normally lose a hit point due to Poison Attack, they also temporarily lose 1 point from their Attack modifier until they either reach Attack 0 (falling unconscious) or the Remove Poison ability is applied to them. This ability takes an additional turn to apply, and must be used in combination with Poison Attack, but is otherwise automatic.

~@~
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Post  Mayo Thu Dec 04, 2008 1:57 am


Magical Attacks Abilities_Poisons

MIND WIPE
   Description: This horrible poison was first thought to be invented by a desperate novice mage trying to create a love potion; rather than having the intended effect on his beloved, it rendered her mind completely malleable and turned her into a living robot.
   Requires: Poison Attack
   Mechanic: Each time that your opponent would normally lose a hit point due to Poison Attack, they also temporarily lose 1 point from their Resistance modifier until they either reach Resistance 0 (falling unconscious) or the Remove Poison ability is applied to them. This ability takes an additional turn to apply, and must be used in combination with Poison Attack, but is otherwise automatic.

~@~
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Post  Mayo Thu Dec 04, 2008 1:59 am


Magical Attacks Abilities_Poisons

SLUG BROTH
   Description: Believed to be the invention of witches in the swamplands, this poison causes the individual's reflexes to worsen, rendering them helpless.
   Requires: Poison Attack
   Mechanic: Each time that your opponent would normally lose a hit point due to Poison Attack, they also temporarily lose 1 point from their Defense modifier until they either reach Defense 0 (falling unconscious) or the Remove Poison ability is applied to them. This ability takes an additional turn to apply, and must be used in combination with Poison Attack, but is otherwise automatic.

~@~
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Post  Mayo Thu Dec 04, 2008 2:00 am


Magical Attacks Abilities_Poisons

STONE SOUP
   Description: Said to be taken from the blood of gargoyles, this potent toxin makes its victim rigid as their bones and muscles lock up.
   Requires: Poison Attack
   Mechanic: Each time that your opponent would normally lose a hit point due to Poison Attack, they also temporarily lose 1 point from their Swiftness modifier until they either reach Swiftness 0 (falling unconscious) or the Remove Poison ability is applied to them. This ability takes an additional turn to apply, and must be used in combination with Poison Attack, but is otherwise automatic.

~@~
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Post  Mayo Thu Dec 04, 2008 2:02 am


POSSESSION
   Description: You merge your spirit with the body of another, assuming control of that creature for a time.
   Mechanic: When you execute this ability, the opponent must make a Resistance check opposed by your Magic or you may enter their body as a spirit, controlling their actions as if you were them. The victim may attempt a new Resistance check against this ability once per day, and the ability may be negated by Exorcise Spirit ability.

~@~
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Post  Mayo Thu Dec 04, 2008 2:03 am


SÉANCE
   Description: You can call forth the spirits of the dead to learn information.
   Mechanic: To activate this ability, you must spend one turn for every level of the spirit to be contacted taking no other actions. At the end of this time, the spirit appears (if willing), and answers a number of questions equal to 1/4 your Magic modifier to the best of its ability. This ability cannot be combined with any physical or magical attack in the same turn.

~@~
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Post  Mayo Thu Dec 04, 2008 2:05 am



REVERT
   Description: You can force shapeshifting creatures back into their original form.
   Mechanic: Opponent must make a successful Resistance check against your Magic or be changed back to their original body for a number of turns equal to 1/4 of the player's Magic, at which point they can use the shapeshift ability again. This ability cannot be combined with any magic or physical attacks in the same turn.

~@~
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Post  Mayo Thu Dec 04, 2008 2:06 am


Magical Attacks Abilities_DamageDealingMagical Attacks Abilities_InstantKill

SELF-DESTRUCT
   Description: You can ignite the energy inside you, blasting everything near you.
   Requires: Death Attack, 5th Level
   Mechanic: You may a gain a bonus to your Magic roll up to 1/2 your current hp for this attack. This ability affects all targets within a number of feet equal to 1/2 your Magic modifier, rounded down; all such targets may roll a Resistance check against your Magic to negate damage. You yourself suffer damage equal to twice the Magic total of your own attack. This ability may not be combined with any other attack in the same turn.

~@~
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Post  Mayo Thu Dec 04, 2008 2:08 am


Magical Attacks Abilities_SoundBased

SILENCE
   Description: You have a knack for sneaking around.
   Mechanic: At the beginning of your turn, all opponents that rely on sound to perceive your whereabouts must make a Resistance check against your Magic or be unable to hear you move. Opponents who cannot hear you move take a -4 penalty on Defense against your physical attacks.

~@~
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Post  Mayo Thu Dec 04, 2008 2:10 am


Magical Attacks Abilities_SoundBased

SONIC ATTACK
   Description: You can detonate a soundwave that deafens those around you.
   Required Abilities: Silence
   Mechanic: This ability works as Silence, but affected targets take a -6 penalty on Defense checks against your physical attacks. This ability cannot be combined with any other attack, magical or physical, on the turn it is activated.

~@~
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Post  Mayo Thu Dec 04, 2008 2:12 am


STEALTH
   Description: You have an uncanny ability to hide from your opponents.
   Mechanic: At the beginning of your turn, all opponents that rely on sight to perceive your whereabouts must make a Resistance check against your Magic or you become invisible to them. Opponents who cannot see you take a -4 penalty on all physical and magical attacks made against you.

~@~
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Post  Mayo Thu Dec 04, 2008 2:14 am


Magical Attacks Abilities_MindAltering

SUGGESTION
   Description: You have a way with words.
   Mechanic: When you execute this ability, accompany it with a single, reasonably worded request. The opponent must make a Resistance check against your Magic, or be compelled to take the quickest route possible to carry out the request on their next turn. Obviously suicidal, self-destructive, or unreasonable (unreasonable being defined as something the character would never do in their right mind) requests are never carried out. You may not combine this ability with any physical or magical attack in the same round. You can use this ability at a range, as long as your opponent can hear you.

~@~
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Post  Mayo Thu Dec 04, 2008 2:15 am


Magical Attacks Abilities_MindAltering

TURN COAT
   Description: You can imprint thoughts into the minds of others to cause them to turn on their friends.
   Mechanic: The opponent must make a resistance check against your magic roll or become a Story Teller controlled NPC that will attack allies for turns equal to 1/2 your magic attribute. This cannot be used with any other magical or physical attack on the same turn.

~@~
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Post  Mayo Thu Dec 04, 2008 2:17 am


Magical Attacks Abilities_MindAltering

VEIL OF MADNESS
   Description: A magic aura that surrounds your opponent, driving them mad.
   Mechanic: The opponent must make a resistance check against your magic roll or become a Story Teller controlled NPC that will become unstable and their actions unpredictable for turns equal to 1/2 your magic attribute. This cannot be use with any other magical or physical attack on the same turn.

~@~
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Post  Mayo Thu Dec 04, 2008 2:18 am


Magical Attacks Abilities_DamageDealingMagical Attacks Abilities_WaterBased

WATER ATTACK
   Description: You can summon the element of water into a powerful wave, drowning your opponent.
   Mechanic: Upon executing this attack, the opponent you direct it at must make a Resistance check against your Magic or lose a turn and take a number of points of additional damage equal to your Magic modifier as they begin to drown in the wave. On the turn the opponent is held immobile, they must make an additional Resistance check against your magic or take an additional damage equal to your Magic modifier. This ability cannot be combined with any other ability on the first turn it is used. It can be combined with a single physical attack on the second turn, but not with any magical attacks in the same turn. This attack can be used at a range, as long as you can see your opponent.

~@~
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Post  Mayo Thu Dec 04, 2008 2:21 am


Magical Attacks Abilities_WindBased

WIND ATTACK
   Description: You can summon the element of wind into a powerful blast, blowing your opponents away.
   Mechanic: Upon executing this attack, the opponent you direct it at must make a Resistance check against your Magic or lose two consecutive turns as they are blown against the nearest surface big enough to catch them. This ability can be combined with a physical attack once per turn, but not with any other magical attacks in the same turn. This attack can be used at a range, as long as you can see your opponent.

~@~
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Post  Mayo Thu Dec 04, 2008 2:22 am


Magical Attacks Abilities_MindAltering

WORLD OF ILLUSION
   Description: The ability to trick foes using images chosen by the user.
   Mechanic: When you execute this ability, the opponent must make a Resistance check against your Magic or enter an illusionary world in their mind while taking no actions in reality. In effect, they lose a turn. Each turn, the victim may make a new Resistance check to shake off the illusion. Depending on how believable your illusionary world is to the subject, you may gain a bonus of 2-4 on your opposed Magic check to maintain the illusion, as decided by the storyteller. This ability may not be combined with any other physical or magical attack in the same turn. You can use this ability at a range, as long as you can see your opponent.

~@~
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