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Magical Resistances

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Magical Resistances Empty Magical Resistances

Post  Captain Peanut Butter Tue Dec 02, 2008 9:32 pm



Last edited by Captain Peanut Butter on Sat Nov 21, 2009 5:41 am; edited 16 times in total
Captain Peanut Butter
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Post  Captain Peanut Butter Wed Dec 03, 2008 2:14 am


ABSORB MAGIC
   Description: You have learned to convert the energy of magical attacks into a less harmful power.
   Mechanic: You only take 50% damage (8 becomes 4) from all magical attacks. If this ability is taken, you can not acquire the Etherealness ability, and vice-sersa. Using this ability is automatic.

~@~



Last edited by Peanut Butter on Fri Dec 05, 2008 3:56 am; edited 1 time in total
Captain Peanut Butter
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Post  Captain Peanut Butter Wed Dec 03, 2008 2:15 am


CLEAR HEAD
   Description: Your mind is your own and cannot be controlled.
   Requires: Mental Barrier, 10th level
   Mechanic: You are immune to mind-influencing abilities.

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Wed Dec 03, 2008 2:16 am


DEATH ATTACK IMMUNITY
   Description: You are immune to attacks that would normally slay you outright.
   Mechanic: You are immune to any physical or magical attack would would slay you instantly on a failed Resistance check. Using this ability is automatic.

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Wed Dec 03, 2008 2:17 am


ETHEREALNESS
   Description: Your body becomes intangible, making it hard to be hit.
   Mechanic: You only take 50% damage (8 becomes 4) from all physical attacks. if this ability is taken, you can not acquire the Absorb Magic ability, and vice-sersa. Using this ability is automatic.

~@~



Last edited by Peanut Butter on Fri Dec 05, 2008 3:57 am; edited 1 time in total
Captain Peanut Butter
Captain Peanut Butter
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Number of posts : 477
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Post  Captain Peanut Butter Wed Dec 03, 2008 2:18 am


ENERGY IMMUNITY
   Description: You are immune to a certain kind of energy.
   Mechanic: Choose an energy type; earth, eldritch, fire, ice, lightning, water, or wind. You are immune to the effects of abilities that use this energy type. Using this ability is automatic.

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Wed Dec 03, 2008 2:19 am


ICE WALL
   Description: You can summon a wall of a specific element to act as a shield.
   Mechanic: By spending a full turn, taking no other actions, you may summon a wall of ice between yourself and an opponent. The wall possesses a number of hit points equal to your Magic modifier plus 1/2 your Endurance modifier, rounded down, and must be destroyed before the opponent can attack you directly. The wall requires your full concentration to maintain, however, and cannot be combined with any physical or magical attacks in the same turn. Using this ability is otherwise automatic.

~@~

Captain Peanut Butter
Captain Peanut Butter
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Number of posts : 477
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Post  Captain Peanut Butter Wed Dec 03, 2008 2:20 am


LIGHTNING SHIELD
   Description: You can generate an electromagnetic field around yourself.
   Mechanic: While you generate this lightning shield, opponents trying to attack you must make a Magic check against your Resistance or their attack will be negated. You may only maintain this ability for a number of turns equal to your Magic modifier plus 1/2 your Endurance modifier. This ability may only be activated once per combat.

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Wed Dec 03, 2008 2:21 am


MAGIC SHIELD
   Description: You can channel your magical power into a shield, potentially reducing the damage from some attacks.
   Mechanic: Whenever you would be hit and damaged by a magical attack, you can make a Resistance check equal to Magic total of the attack that damaged you. If you succeed, you only take 50% damage (8 becomes 4) from that attack. This ability cannot be combined with Tough As Nails, and combining it with Absorb Magic has no further effect.

~@~



Last edited by Captain Peanut Butter on Fri Nov 20, 2009 10:27 pm; edited 1 time in total
Captain Peanut Butter
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Post  Captain Peanut Butter Wed Dec 03, 2008 2:22 am


MENTAL BARRIER
   Description: You have learned how to better fight back against those who would attempt to control you.
   Mechanic: You gain a +4 on all resistance rolls made to resist mind-altering abilities. Using this ability is automatic.

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Wed Dec 03, 2008 2:23 am


MIRROR DEFENSE
   Description: You can fool opponents into thinking your strength lies in numbers. Big numbers.
   Requires: World of Illusion
   Mechanic: By spending 1 turn to activate this ability, you can summon a number of illusionary duplicates of yourself equal to 1/2 your Magic modifier. These clones cannot damage your opponent, although they can appear to attack, but your opponent thinks they are real and has to concentrate to discern which one of your illusions is the real you. This gives you a +4 bonus on Defense rolls while your opponent is under the effects of World of Illusion, and each turn, all your opponents so effected take a -2 penalty on Attack rolls against you.

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Wed Dec 03, 2008 2:25 am


POISON IMMUNITY
   Description: You are immune to poison.
   Mechanic: You are immune to the effects of abilities that use poison, such as Poison Attack. Using this ability is automatic.

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Fri Jan 16, 2009 9:58 pm

ABSORB ENERGY
   Description: You are able to use the energy that others use to try and harm you to heal yourself.
   Requires: Absorb Magic, Energy Immunity (any), 10th Level
   Mechanic: Each time you select this ability, choose one energy type that you have Energy Immunity for. When you are subjected to an attack that uses this energy type, you heal one quarter of the total that it would have dealt (8 Becomes 2). Using this ability is automatic.

~@~
Captain Peanut Butter
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Post  Captain Peanut Butter Tue May 12, 2009 5:13 pm

Magical Resistances Abilities_Teamwork

COLLECTIVE WILL
   Description: Your group bolsters the morale of one another.
   Mechanic: You gain a +1 bonus on all Resistance rolls for each ally that possesses this same ability while you fight alongside one another. This bonus is cumulative. Using this ability is automatic.

~@~
Captain Peanut Butter
Captain Peanut Butter
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Post  Captain Peanut Butter Wed Nov 04, 2009 4:43 pm

IMPROVED ETHEREALNESS
   Description: A fight with you is like trying to catch the wind.
   Requires: Etherealness, 10th level
   Mechanic: You only take 25% damage (8 becomes 2) from all physical attacks. This ability is automatic.

~@~
Captain Peanut Butter
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Post  Captain Peanut Butter Wed Nov 04, 2009 4:57 pm

SHADOWBOXER
   Description: You’re not afraid of the dark. You can see right through it.
   Requires: Mental Barrier
   Mechanic: Any extra attacks made against you using Animate Shadow take a -4 penalty. Using this ability is automatic.

~@~
Captain Peanut Butter
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Number of posts : 477
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Post  Captain Peanut Butter Sat Nov 21, 2009 5:41 am

ANTITHEFT WARD
   Description: You safeguard your spells against hexes.
   Mechanic: +4 on all Resistance checks against Borrow Power. Using this ability is automatic.

~@~
Captain Peanut Butter
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Post  Miss Mustard Sun Apr 18, 2010 12:45 am

CARRIER
   Description: You don’t get sick from diseases, but you can still make others sick.
   Mechanic: You do not suffer the effects of diseases. You may still pass on the disease to others as if you were affected by the disease. Using this ability is automatic.

~@~
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Post  Miss Mustard Sun Apr 18, 2010 12:45 am

PERFECT HEALTH
   Description: Your ability to avoid getting sick has gotten better.
   Requires: Carrier, 10th level
   Mechanic: You can no longer pass on a disease. Using this ability is automatic.

~@~
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