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Post  Fate Sun Jan 01, 2012 12:20 am

Magical Resistances

Magical Resistances are abilities that focus on protecting a character from magical effects—primarily those generated by Magical Attacks. These abilities aid a character’s Resistance rolls and therefore oppose Magic rolls. In order to gain Magical Resistances, a character needs two points per ability in Resistance.

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Post  Fate Sun Jan 01, 2012 12:21 am

Magical Resistances Elementally-Aligned   
ABSORB ENERGY
   Description: You are able to use the energy that others use to try to harm you to heal yourself.
   Requires: Absorb Magic; Energy Resistance (Any Same) in two ability slots; Energy Immunity (Any Same); 10th Level
   Mechanic: Each time you select this ability, choose one energy type for which you have Energy Immunity. 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 requires Absorb Magic to be activated but is otherwise automatic.

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Post  Fate Sun Jan 01, 2012 12:23 am

ABSORB MAGIC
   Description: You have learned to convert the energy of magical attacks into a less harmful power.
   Mechanic: By sacrificing a single action, you may activate this ability. It stays activated for a number of cycles equal to your Endurance score or until you cancel it. While this ability is activated you only take half damage (8 becomes 4) from all magical effects. This ability cannot be activated at the same time as Etherealness.

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Post  Fate Sun Jan 01, 2012 12:23 am

ANTITHEFT WARD
   Description: You safeguard your spells against hexes.
   Mechanic: You gain +4 on all Resistance rolls against Borrow Power. You may gain this ability more than once. Its effect stacks. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 12:23 am

AWARENESS
    Description: With your keen eyes and ears, little gets past you.
    Mechanic: You gain a +4 bonus on Resistance rolls against opponents trying to deceive you with the abilities Silence, Stealth, Invisibility, or any ability that uses an illusion. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 12:24 am

BLAST STRUGGLE
    Description: You can oppose the Magical Attack of your opponent with one of your own, creating a battle of the blasts.
    Mechanic: When you are targeted by a Damage-Dealing Magical Attack, you may choose to oppose the Magic roll of your opponent with a Magic roll of your own, along with a Magical Attack of your choice, instead of a Resistance roll. If you fail, you take damage equal to the difference of the two rolls. If you succeed, the opponent takes damage equal to the difference of the two rolls. Using this ability is otherwise automatic.

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Post  Fate Sun Jan 01, 2012 12:24 am

Magical Resistances Disease   
CARRIER
   Description: You don’t get sick from diseases, but you can still make others sick.
   Requires: Resistant in two ability slots; 5th level
   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  Fate Sun Jan 01, 2012 12:24 am

Magical Resistances Mind-Affecting   
CLEAR HEAD
   Description: Your mind is your own and cannot be controlled.
   Requires: Mental Barrier in two ability slots; 7th level
   Mechanic: You are immune to abilities of the Mind-Affecting subcategory. You may choose to waive this immunity for select abilities.

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Post  Fate Sun Jan 01, 2012 12:24 am

Magical Resistances Cooperative   
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 are within a number of feet equal to your base speed. This bonus is cumulative. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 12:25 am

Magical Resistances Mind-Affecting   
CONTEST OF WILLS
    Description: Your will is strong, very strong.
    Mechanic: When you are targeted by a Mind-Affecting Magical Attack, you may choose to oppose the Magic roll of your opponent with a Magic roll of your own, along with a Mind-Affecting Magical Attack of your choice, instead of a Resistance roll. If you fail, you are affected as normal. If you succeed, the opponent is affected by your attack. Using this ability does not use an action.

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Post  Fate Sun Jan 01, 2012 12:26 am

Magical Resistances Elementally-Aligned   
ELEMENTAL SPHERE
   Description: You create a sphere of protection against your opponent.
   Requires: Elemental Wall; Improved Elemental Wall; 7th level
   Mechanic: Your Elemental Wall is now a sphere around you, protecting you from harm. However, you cannot attack your opponents using abilities that require you to see your opponent as you are blocked in by your protection. You must attack the sphere first. Likewise, enemies can no longer just move around your wall and must go through it. This sphere may be placed as if it were a wall. If placed around an enemy, said character must succeed at a Swiftness roll against your Magic score or be trapped. Using this ability requires Elemental Wall but is otherwise automatic.

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Post  Fate Sun Jan 01, 2012 12:26 am

Magical Resistances Elementally-Aligned   
ELEMENTAL 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 some element (such as ice or stone) between yourself and an opponent. The wall possesses a number of hit points equal to your Magic score plus your Endurance score and must be destroyed or gone around before the opponent can attack you directly. Any wall you summon has a Defense and Resistance equal to half your Magic score, rounded down, and your Endurance score. A single wall is five feet thick, ten feet high, and ten feet wide. You may place it in anywhere within a number of feet equal to your Magic score multiplied by five. Maintaining this wall requires you to sacrifice a single action to do so. If you have multiple actions, you may still use the others as normal. Using this ability is otherwise automatic.

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Post  Fate Sun Jan 01, 2012 12:27 am

Magical Resistances Elementally-Aligned   
ENERGY IMMUNITY
   Description: You are immune to a certain kind of energy.
   Description: Energy Resistance (Any Same) in two ability slots; 7th level
   Mechanic: Choose an energy type: earth, fire, ice, lightning, water, or wind. You are immune to the effects of abilities that use this energy type’s subcategory. You may choose to waive this immunity for select abilities. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 12:28 am

Magical Resistances Elementally-Aligned   
ENERGY RESISTANCE
   Description: Energy of a certain type has trouble affecting you.
   Mechanic: Choose one of the following energy types: Earth, Fire, Ice, Lightning, Water, or Wind. You gain +4 on all defensive rolls against abilities of the selected Elementally-Aligned subcategory. This ability may be gained multiple times. Each time, you may choose a different energy type. If the same energy is chosen, its effect stacks. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 12:28 am

ENHANCE RESISTANCE
    Description: You are better able to resist Magical Attacks than normal for a short time.
    Mechanic: Whenever you activate this ability, you gain a +4 on all Resistance rolls. Activating this ability cancels the bonuses from Enhance Healing, Enhance Magic, Enhance Weapon, and Enhance Armor and cannot be used in the same turn as them. Activating this ability does not take an action. Once activated this ability stays that way until the end of combat or until canceled.

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Post  Fate Sun Jan 01, 2012 12:29 am

Magical Resistances Elementally-Aligned   
IMPROVED ABSORB ENERGY
   Description: Your ability to use harmful energy to negate damage has improved.
   Requires: Absorb Magic; Energy Resistance (Any Same) in two ability slots; Energy Immunity (Any Same); Absorb Energy (Any Same); 10th Level
   Mechanic: Every time you would heal damage using Absorb Energy, you heal an extra quarter of damage. This ability may be taken more than once. Each time its effect applies to a different energy type for which you have Absorb Energy. Using this ability requires Absorb Magic to be activated but is otherwise automatic.

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Last edited by Fate on Sat Sep 08, 2012 10:46 pm; edited 1 time in total

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Post  Fate Sun Jan 01, 2012 12:29 am

IMPROVED ANTITHEFT WARD
   Description: You safeguard your spells against hexes.
   Requires: Antitheft Ward in two ability slots; 7th level
   Mechanic: You are immune to attacks with Borrow Power. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 12:30 am

IMPROVED AWARENESS
   Description: You have honed your awareness of your surroundings, making you harder to be taken by surprise on a magical basis.
   Requires: Awareness
   Mechanic: You gain +4 on Resistance rolls versus attacks that take you by surprise. This ability may be gained multiple times. Each time, it grants an additional +2 to affected Resistance rolls. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 12:30 am

IMPROVED DODGE
   Description: You are nimble and quick. This allows you to dodge out of the way of danger.
   Requires: Speed Demon; Dodge
   Mechanic: When you are targeted by a Magical Attack of any subcategory except Mind-Affecting, you may choose to oppose the Magic roll of your opponent with a Swiftness roll of your own instead of a Resistance roll. If you fail, you are affected as normal, substituting your Swiftness roll for the required Resistance roll. If you succeed, you have moved five feet in the direction of your choosing. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 12:30 am

Magical Resistances Elementally-Aligned   
IMPROVED ELEMENTAL WALL
   Description: You can summon a wall of a specific element to act as a shield.
   Requires: Elemental Wall; 3rd level
   Mechanic: Your Elemental Wall has a number of hit points equal to your Magic score and Endurance score multiplied by your level. Also it is as wide and tall as your level multiplied by ten. Using this ability requires Elemental Wall but is otherwise automatic.

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Post  Fate Sun Jan 01, 2012 12:31 am

IMPROVED PHYSICAL WILL
   Description: Your body’s reaction is even better.
   Requires: Physical Will; 5th level
   Mechanic: This ability works the same as Physical Will except that your bonus is now equal to half your Defense score. Gaining this ability multiple times has no further effect. Using this ability is automatic.

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Last edited by Fate on Sun Jan 01, 2012 2:30 am; edited 1 time in total

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Post  Fate Sun Jan 01, 2012 12:31 am

IMPROVED UNDERDOG RESISTANCE
   Description:
   Requires: Underdog Resistance; 3rd level
   Mechanic: You may set the result of one of the dice granted by Underdog Resistance. Taking this ability multiple times does not change the effect of this ability. To use this ability you must declare the dice result before rolling dice, but otherwise the ability is considered automatic.

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Post  Fate Sun Jan 01, 2012 12:31 am

IMPROVED UNDIVIDED WILL
   Description: More of your magic responds.
   Requires: Undivided Will; 5th level
   Mechanic: This ability works the same as Undivided Will except that your bonus is now equal to half your Magic score. Gaining this ability multiple times has no further effect. Using this ability is automatic.

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Last edited by Fate on Sun Jan 01, 2012 2:37 am; edited 1 time in total

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Post  Fate Sun Jan 01, 2012 12:32 am

Magical Resistances InstantDeath   
INSTANT DEATH IMMUNITY
   Description: You are immune to attacks that would normally slay you outright.
   Requires: Instant Death Protection in two ability slots; 7th level
   Mechanic: You are immune to any physical or magical attack would slay you instantly on a failed Resistance roll. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 12:32 am

Magical Resistances InstantDeath   
INSTANT DEATH PROTECTION
   Description: You are significantly harder to slay.
   Mechanic: You gain +4 on all defensive rolls against abilities of the Instant Death subcategory. Also, if these abilities rely on damage for their effect, they must do an additional five points to immediately slay you. This ability may be gained multiple times. Its effect stacks. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 12:32 am

MAGICAL RESERVE
   Description: You use your magic to store up your defense against magical attacks.
   Mechanic: You can subtract a number from your Magic up to your current Magic score and place it on your Resistance rolls for a single turn. Each turn you do this, your Magic remains lowered for the remainder of your turn. This ability can be combined with any resistance ability in a turn.

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Last edited by Fate on Fri Nov 02, 2012 11:29 pm; edited 1 time in total

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Post  Fate Sun Jan 01, 2012 12:33 am

MAGICAL RESISTANCE
   Description: Your will is magically enhanced.
   Requires: Enhance Resistance; Any ability of the Magical Resistance category
   Mechanic: Any time you activate the ability Enhance Resistance, the bonus it grants is added again. You may take this ability multiple times. Each time, the bonus from Enhance Resistance is added an additional time to your modifier. This ability cannot be used with Magical Weapon, Magical Attack, or Magical Armor in the same turn. Using this ability requires Enhance Resistance to be activated but is otherwise automatic.

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Post  Fate Sun Jan 01, 2012 12:34 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 roll equal to the original Magic roll. If you succeed, you only take half the damage (8 becomes 4) from that attack. Combining this ability with Absorb Magic has no further effect.

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Post  Fate Sun Jan 01, 2012 12:36 am

Magical Resistances Mind-Affecting   
MAGNIFYING MIRROR
   Description:
   Requires: World of Illusion; Mirror Defense
   Mechanic: You may summon an additional number of illusionary duplicates equal to a quarter of your Magic score. You may gain this ability multiple times. Its effect stacks. Using this ability requires Mirror Defense, but is otherwise automatic.

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Post  Fate Sun Jan 01, 2012 12:39 am

Magical Resistances Sound-Based   
MASTERFUL EAR
   Description: Your skill at picking out good sounds from bad is akin to that of a master instrumentalist or singer.
   Requires: Skillful Ear in two ability slots; 7th Level
   Mechanic: You cannot be affected by abilities of the Sound-Based subcategory unless you want to be. Gaining the ability multiple times has no further effect. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 12:40 am

Magical Resistances Mind-Affecting   
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. You may gain this ability multiple times. Its effect stacks. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 12:42 am

METAL TALISMAN
   Description: The medallion dangling from that cord is a powerful magical defense.
   Mechanic: You gain +4 on all Resistance rolls and must choose a metal from the table below. You gain an additional +10 on Resistance rolls against all Magical Attack from creatures of that metal’s listed racial type. Your talisman may only be made of one metal. Using this ability is automatic.

Metal
Enemy Racial Type
Adamantine
Elemental
Copper
Outsider
Gold
Undead
Iron
Fey
Mithril
Dragon-Kind
Silver
Shapeshifter

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Post  Fate Sun Jan 01, 2012 12:42 am

Magical Resistances Mind-Affecting   
MIRROR DEFENSE
   Description: One is the loneliest number. Fortunately, you have a cure.
   Requires: World of Illusion
   Mechanic: By spending a single action to activate this ability, you can summon a number of illusionary duplicates of yourself equal to a quarter of your Magic score. This gives you a bonus on defensive rolls equal to the number of illusionary duplicates that you have created. These clones cannot damage your opponent, although they can appear to attack, but your opponent must succeed at a Resistance roll against your Magic roll in order to disbelieve that the duplicates are real. This roll is done every time a duplicate attacks an opponent. Success does not make the duplicate to disappear, only causes the opponent to realize that that duplicate is not real. Any attack against a duplicate causes the duplicate to disappear and you to lose the bonus it grants.

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Post  Fate Sun Jan 01, 2012 12:45 am

Magical Resistances Dark   
NEGATIVE WILL
   Description: Your body is empowered with pure Dark energy.
   Requires: Strong Will
   Mechanic: You gain +4 on all Resistance rolls. Additionally, you are now considered to be a part of the Demon racial type along with any other racial types you have. If attacked by a character with the weakness Creature of Light or of the racial types Fey or Angel, you gain an additional +2 bonus on all Resistance rolls. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 12:47 am

Magical Resistances Disease   
PERFECT HEALTH
   Description: Your ability to avoid getting sick has gotten better.
   Requires: Resistant; Carrier; 7th level
   Mechanic: You can no longer pass on a disease. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 12:48 am

PHYSICAL WILL
   Description: Your body reacts to brace yourself against Magical Attacks.
   Mechanic: You add a bonus equal to a third your Defense score, rounded down, to all Resistance rolls. Gaining this ability multiple times has no further effect. Using this ability is automatic.

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Last edited by Fate on Fri Nov 02, 2012 11:30 pm; edited 1 time in total

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Post  Fate Sun Jan 01, 2012 12:50 am

Magical Resistances Poison   
POISON IMMUNITY
   Description: You are immune to poison.
   Requires: Poison Resistance in two ability slots; 7th level
   Mechanic: You are immune to the effects of abilities of the Poison subcategory. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 12:50 am

Magical Resistances Poison   
POISON RESISTANCE
   Description: You are more tolerant of toxins.
   Mechanic: You gain +4 on all defensive rolls against abilities of the Poison subcategory. This ability may be gained multiple times. Its effect stacks. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 12:50 am

Magical Resistances Light   
POSITIVE WILL
   Description: Your will is empowered with pure Light energy.
   Requires: Strong Will
   Mechanic: You gain +4 on all Resistance rolls. Additionally, you are now considered to be a part of the Angel racial type along with any other racial types you have. If attacked by a character with the weakness Creature of Darkness or of the racial types Undead or Demon, you gain an additional +2 bonus on all Resistance rolls. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 12:51 am

Magical Resistances Mind-Affecting   
PRECOGNITION
    Description: You see a fraction of a second into the future.
    Mechanic: You gain +1 to all Defense, Resistance, and Swiftness rolls. You may gain this ability multiple times. Its effect stacks. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 12:51 am

Magical Resistances Disease   
RESISTANT
   Description: Your immune system is stronger than normal.
   Mechanic: You gain +4 on all defensive rolls against abilities of the Disease subcategory. This ability may be gained multiple times. Its effect stacks. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 12:51 am

Magical Resistances Cooperative   
RESISTANT BRICK
   Description: You protect your ward as if you were building a wall.
   Requires: Bodyguard; Warder; Strong Will
   Mechanic: Your Resistance attribute are considered to be 4 higher whenever you have named a ward. This bonus does not grant ability slots but in all other ways acts as if the Attribute was increased. This ability may be taken multiple times. Its effect stacks. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 12:52 am

Magical Resistances Cooperative   
RESISTANT TARGET
   Description: You have been trained on how to work with a bodyguard.
   Mechanic: Whenever your bodyguard fails his Resistance roll while defending you, the damage that you take is reduced by a quarter rounded down. This amount stacks with whatever percentage that your bodyguard gives you, but is not dealt to said bodyguard. Using this ability requires you to be named as a ward, but is otherwise automatic.

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Post  Fate Sun Jan 01, 2012 12:52 am

Magical Resistances Temporal   
SHADOW BOXER
   Description: You have trained to focus on the Now.
   Requires: Mental Barrier
   Mechanic: You gain +4 against all attacks made using the Temporal Sacrament. This ability may be gained multiple times. Its effect stacks. If you have completed the Temporal Mage ability path, your total bonus from this ability is double. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 12:53 am

Magical Resistances Temporal   
SHAKE IT OFF
   Description: You can change the most recent of pasts.
   Mechanic: You may reroll a Resistance roll a number of times in combat equal to a quarter your level, rounded down, plus one. You must use the new result. Using this ability takes one action.

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Post  Fate Sun Jan 01, 2012 2:10 am

Magical Resistances Dark   
SHIELD OF DARKNESS
   Description: Through your study of the Darkness that you surround yourself with you gain power.
   Requires: Animate Pawn (Shade)
   Mechanic: For every pawn that is a Shade that you have summoned, you gain +1 to Resistance for the duration the pawn remains in existence. These Attribute points do not grant ability slots. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 2:13 am

Magical Resistances Sound-Based   
SKILLFUL EAR
   Description: You have mastered sorting out what you hear, allowing you to better defend yourself against abilities of the Sound-Based subcategory.
   Mechanic: You gain +4 on all Resistance rolls against abilities of the Sound-Based subcategory. This ability may be gained multiple times. Its effect stacks. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 2:19 am

STRONG WILL
   Description: Your will protects you from all kinds of magical harm.
   Mechanic: You gain +4 on all Resistance rolls. This ability may be gained multiple times. Its effect stacks. Using this ability is automatic.

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Post  Fate Sun Jan 01, 2012 2:19 am

Magical Resistances Mind-Affecting   
STUBBORN WILL
   Description: You have a mind that continues to struggle towards freedom.
   Requires: Mental Barrier
   Mechanic: Whenever you are under the effect of a Mind-Affecting ability, you may make another Resistance roll every cycle on your turn to negate the effect. If it is Mind Control, these extra rolls do not count towards the deepening control effect. Using this ability is automatic.

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