Magical Attacks
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Magical Attacks
Magical Attacks are abilities that focus on harming or impairing enemies in some way. These abilities are opposed by Resistance rolls against the user’s Magic roll. In order to gain Magical Attacks, a character needs two points per ability in Magic.
Re: Magical Attacks
Table of Contents
Animate Pawn
Awaken Pawn
Borrow Power
Cogent Attack
Concussive Wave
Conjuration
Dark Attack
Dazzling Attack
Death Attack
Deep Telepathy
Defense Stripper
Enchanting Presence
Flying Shard
Forced Shapeshift
Forced Teleport
Glamour
Immobilization
Invisibility
Light Attack
Magical Restraints
Mimic
Mind Control
Poison Attack
Possession
Program
Provoke
Psychic Attack
Purity
Reverse Polarity
Revert
Silence
Snake Fangs
Soul Switch
Stealth
Stunning Attack
Suffocation
Suggestion
Taint
Temporal Loop
Transmute
Turn Coat
War Song
World of Illusion
Last edited by Fate on Fri Dec 21, 2012 9:12 pm; edited 7 times in total
Re: Magical Attacks
ANIMATE PAWN
Description: You create minions by the force of your will. They serve you before disappearing.
Mechanic: Choose one of the following minion races: golem, zombie, lightling, or shade. By sacrificing all actions for a full cycle, you summon your pawns into existence. They come into existence at the start of your next turn. You may choose how many pawns you create, but the total at any given time cannot exceed a quarter your Magic score, rounded down. A pawn lasts a number of cycles equal to your Endurance score plus half your Magic score after being summoned. This ability may be gained multiple times. Each time, you may choose a different minion race listed above. Your pawns may be any combination of the races you have chosen or gained through other abilities, but cannot exceed a total equal to a quarter your Magic score.
Your pawns only have the abilities required for the minion race you choose when taking this ability. Each pawn has 30 character points which is spread out equally among all six Attributes. All pawns are considered to be first level basic creatures.
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Description: You create minions by the force of your will. They serve you before disappearing.
Mechanic: Choose one of the following minion races: golem, zombie, lightling, or shade. By sacrificing all actions for a full cycle, you summon your pawns into existence. They come into existence at the start of your next turn. You may choose how many pawns you create, but the total at any given time cannot exceed a quarter your Magic score, rounded down. A pawn lasts a number of cycles equal to your Endurance score plus half your Magic score after being summoned. This ability may be gained multiple times. Each time, you may choose a different minion race listed above. Your pawns may be any combination of the races you have chosen or gained through other abilities, but cannot exceed a total equal to a quarter your Magic score.
Your pawns only have the abilities required for the minion race you choose when taking this ability. Each pawn has 30 character points which is spread out equally among all six Attributes. All pawns are considered to be first level basic creatures.
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BORROW POWER
Description: You have the ability to steal magical powers.
Mechanic: When you use this ability, the target must make a Resistance roll against your Magic roll or lose access to any Magical Attack, Supportive Power, Supportive Utility, or Utility Power that they currently possess until the end of combat or until you return the pilfered ability. You gain the ability to use the stolen ability for the same duration. You must choose the ability taken at the time you use this ability. The target of this ability must be within five feet. This ability may be combined with any other Magical Attack or any Physical Attack in the same turn. Using this ability takes an action.
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COGENT ATTACK
Description: You can summon a blast of energy that you focus on your enemy.
Mechanic: You gain +4 on all Magic rolls using this ability. When you make a successful Magic roll, your target must succeed on a second Resistance roll against your Magic roll or have your roll be considered half again as high for the purpose of dealing damage. This ability cannot be combined with any other Magical Attack or any Physical Attack in the same turn. A target must be within a number of feet equal to your modifier with this ability multiplied by five. On a failed Resistance roll, this ability deals damage equal to the difference between the target’s Resistance roll and your Magic roll. Using this ability takes an action.
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CONCUSSIVE WAVE
Description: You can summon a wave of energy to toss back your enemy.
Mechanic: You gain +6 on all Magic rolls with this ability. Upon executing this attack, the target must make a Resistance roll against your Magic roll or lose all actions for two turns. Upon a die result of a 20, the target is moved backwards a number of feet equal to the difference between their Resistance roll and your Magic roll. This ability cannot be combined with any other Magical Attack in the same turn. A target must be within a number of feet equal to your modifier with this ability multiplied by five. This ability does not deal damage. Using this ability takes an action.
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CONJURATION
Description: You can summon a creature to your aid.
Mechanic: By sacrificing all actions for a cycle, you may summon any first level creature of the Common racial category. This creature will have only the abilities that are a part of its racial package, but you may assign its character points as you wish so long as it has a minimum Endurance score of 5. The creature appears at the beginning of your next turn in a designated area five feet away from you. Immediately after the creature appears, you must make a Magic roll versus the creature’s Resistance roll or lose control of the creature. Creatures summoned by this ability last a number of cycles equal to half your Magic score, rounded down. You may only have one such creature under your control at a single time.
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Description: You can summon a creature to your aid.
Mechanic: By sacrificing all actions for a cycle, you may summon any first level creature of the Common racial category. This creature will have only the abilities that are a part of its racial package, but you may assign its character points as you wish so long as it has a minimum Endurance score of 5. The creature appears at the beginning of your next turn in a designated area five feet away from you. Immediately after the creature appears, you must make a Magic roll versus the creature’s Resistance roll or lose control of the creature. Creatures summoned by this ability last a number of cycles equal to half your Magic score, rounded down. You may only have one such creature under your control at a single time.
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DARK ATTACK
Description: You channel the unholy power of the night into a terrible projectile of absolute evil.
Mechanic: You gain +2 with this attack. You gain an additional +6 against targets that belong to the Angel or Fey racial types. This ability does damage equal to the difference between your Magic roll and the target’s Resistance roll. If you do 10 or more points of damage in one attack, the target must make a second Resistance roll against your original Magic roll or be slain instantly, regardless of how many hit points the target has remaining. This ability cannot be combined with any other Magical Attack in the same turn. The target of this ability must be within five feet. Using this ability takes an action.
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DAZZLING ATTACK
Description: People don’t know how to deal with the magic with which you hit them.
Mechanic: You gain +6 on all Magic rolls using this ability. The target must make a Resistance roll against your Magic roll or become dazed for two cycles. This ability may be combined with any other Magical Attack in the same turn. A target must be within a number of feet equal to twice your modifier with this ability multiplied by five. This ability does not do damage. Using this ability takes an action.
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DEATH ATTACK
Description:
Mechanic: You gain +2 with this attack. This ability does damage equal to the difference between your Magic roll and the target’s Resistance roll. If you do 10 or more points of damage in one attack, the target must make a second Resistance roll against your original Magic roll or be slain instantly, regardless of how many hit points the target has remaining. This ability cannot be combined with any other Magical Attack in the same turn. The target of this ability must be within five feet. Using this ability takes an action.
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ENCHANTING PRESENCE
Description: You have the ability to charm others around you, making friends of foes and use of friends.
Mechanic: You gain +4 on all Magic rolls with this ability. Everyone within a number of feet equal to twice your modifier with this ability multiplied by five must make a Resistance roll against your Magic roll, or perceive you in the most favorable way possible. All targets must be able to see, hear, or smell to be targeted by this ability. Those who would normally find someone of your race and gender attractive are enamored, and feel the compulsive need to win your affection. Targets that are subject to this ability 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 roll to negate this ability. The effects last for a number of turns equal to your Magic score after the target leaves your presence. You cannot be targeted by your own aura. Using this ability is automatic. Targets are immediately affected as soon as they come within range.
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FLYING SHARD
Description: You can create a shard of energy so real that it becomes as a physical thing. Then you send it flying at your target.
Mechanic: You gain +6 on all Magic rolls using this ability. On a die result of a 18 or greater, the target must make a second Resistance roll against your original Magic roll or take twice as much damage as normal. This ability cannot be combined with any other Magical Attack in the same turn. A target must be within a number of feet equal to twice your modifier with this ability multiplied by five and a target cannot be within five feet. On a failed Resistance roll, this ability deals damage equal to a quarter your Magic score. Using this ability takes an action.
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FORCED SHAPESHIFT
Description: You can forcibly alter the form of another.
Requires: Shapeshift
Mechanic: You gain +0 with this Magical Attack. Your target must make a Resistance roll against your Magic roll or be transformed into a creature of your choosing, gaining its racial package in place of their own. The target is treated as being a basic creature of the race that you chose at the time of your attack. They retain all levels and character points thus earned, but do not have access to any abilities they have learned other than that of their racial package for the duration of their transformation. This ability’s effect lasts a number of cycles equal half your Magic score or until the target uses the ability Shapeshift or has the ability Revert used upon them. For a character to Shapeshift after having this ability used upon them, they must make another Resistance roll against your original Magic roll in order to be successful. Anyone using Revert must succeed at a Magic roll versus your original Magic roll to affect the target. A target must be within a number of feet equal to half your modifier with this ability multiplied by five. Using this ability takes an action.
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IMMOBILIZATION
Description: You can restrain your target so tightly it affects their ability to defend themselves.
Mechanic: You gain +2 on all Magic rolls using this ability. The target must make a Resistance roll versus your Magic roll or be held in place as if paralyzed. This effect lasts a number of turns equal to your Endurance score or until you cancel it. This ability cannot be combined with any other Magical Attack in the same turn. A target must be within a number of feet equal to twice your modifier with this ability multiplied by five. This ability does not deal damage. Using this ability takes an action.
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LIGHT ATTACK
Description: You channel the holy rays of the sun into a blast of righteous anger.
Mechanic: You gain +2 with this attack. You gain an additional +6 against targets that belong to the Demon or Undead racial types. This ability does damage equal to the difference between your Magic roll and the target’s Resistance roll. If you do 10 or more points of damage in one attack, the target must make a second Resistance roll against your original Magic roll or be slain instantly, regardless of how many hit points the target has remaining. This ability cannot be combined with any other Magical Attack in the same turn. The target of this ability must be within five feet. Using this ability takes an action.
Re: Magical Attacks
MAGICAL RESTRAINTS
Description: You can summon bindings to hold your targets fast.
Mechanic: You gain +4 on all Magic rolls with this ability. The target you direct it at must make a Resistance roll against your Magic or be held fast, losing all actions for their next turn. The target loses all subsequent actions until they make a successful Resistance roll against your original Magic roll. You must sacrifice one action per cycle that you wish to maintain the activation of this ability. This ability cannot be combined with any other Magical Attack in the same turn. A target must be within a number of feet equal to twice your modifier with this ability multiplied by five. This ability does not deal damage. Using this ability takes an action.
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MIMIC
Description: Those who can, do. Those who can't learn to fake it.
Requires: World of Illusion
Mechanic: You can mimic any Physical Attack or Magical Attack. The ability functions as stated by its entry excepting that it does not grant a bonus to the offensive roll. Targets with the ability Awareness add their bonus on rolls to oppose this ability. You may only mimic one ability per turn. The mimicked ability is restricted as stated in its entry. Using this ability takes an action.
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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: You gain +0 on all Magic rolls with this ability. The target must make a Resistance roll against your Magic or be subjected completely 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. Forcing a target to take any action against their basic nature allows them an additional Resistance roll to throw off the control. Failure on this roll indicates that the pawn goes along with the action despite its reservations. The pawn gains a +4 bonus on the first secondary roll made to throw off the control, and a cumulative -2 penalty on every further roll made to throw off your control. Success means that they escape your control. This effect lasts a number of days equal to your Endurance score plus your Magic score. It may also be canceled if you sacrifice an action or if the ability Exorcise Spirit is successfully used against the target. You may control a number of pawns with this ability equal to a quarter your Magic score, rounded down. A target of this ability must be seen and within a number of feet equal to your modifier with this ability multiplied by five. This ability does not take an action to maintain. This ability may not be used in the same cycle as any other Magical Attack or any Physical Attack. A target of this ability must be within five feet. Using this ability takes an action.
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POISON ATTACK
Description: You can summon a virulent poison into your hand, sapping your target's health on contact.
Mechanic: You gain +3 on all Magic rolls with this ability. The target must make a Resistance roll or take damage equal to a quarter your Magic score and an additional point of damage each sequential cycle thereafter. This effect lasts a number of turns equal to the difference between the target’s Resistance roll and your Magic roll or until the ability Remove Poison is used successfully upon the target. This ability cannot be combined with any other Magical Attack in the same turn. The target of this ability must be touched. Using this ability takes an action.
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POSSESSION
Description: Like a marionette on strings, you force people to act as you wish.
Mechanic: You gain +0 on all Magic rolls with this ability. The target must make a Resistance roll against your Magic roll or lose control of their actions. This effect lasts a number of cycles equal to your Endurance score. It may also be canceled if you sacrifice an action or if the ability Exorcise Spirit is successfully used against the target. The feel of two souls in one body is unnatural, allowing the target to remake their Resistance roll each cycle on their turn against the original Magic roll. Success at any point means that the target is released from the effects. This ability does not take an action to maintain. A target of this ability must be seen and within a number of feet equal to your modifier with this ability multiplied by five. This ability may not be used in the same cycle as any other Magical Attack or any Physical Attack. Using this ability takes an action.
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PROGRAM
Description: You are skilled in brainwashing techniques.
Required Abilities: Suggestion
Mechanic: To use this ability, you must spend a number of hours equal to the target’s level multiplied the character points that would normally be garnered by the weakness severity of the Honor Code you wish to add. These hours need not be consecutive but must take place within a day of each other and in increments no less than 2 hours. At the end of every usage duration, the victim is entitled to a Resistance roll. If they fail, the Honor Code you created is established as a weakness for them, but does not grant any points. If they succeed, you must begin again. Your target must be able to hear you for the duration of this ability and within ten feet. This ability may not be used during combat.
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PROVOKE
Description: You know just how to push someone’s buttons.
Requires: Suggestion
Mechanic: By sacrificing an action, you may force a target within a number of feet equal to five times your Magic score to make a successful Resistance roll against your Magic roll or attack you. The affected target attacks you to the best of his ability using every advantage that they can to do so, even if doing so would put him at a disadvantage. If your target is out of range to attack you, he automatically sacrifices any actions necessary to become in range. If this should use up all his available actions in a turn, he attacks you on the first available turn as long as it is within a number of cycles equal to your level. The target must be able to hear you and not under the effect of Silence. Target must be within a number of feet equal to a quarter your Magic score. This ability may be combined with any ability in the same turn.
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PSYCHIC ATTACK
Description: You can lash out at others with the power of your mind.
Mechanic: You gain +8 on all Magic rolls using this ability. This ability does damage equal to half your Magic score on the target’s failed roll. This ability cannot be combined with any other Magical Attack or any Physical Attack in the same turn. The target of this ability must be seen and must be within a number of feet equal to half your modifier with this ability multiplied by five. Using this ability takes an action.
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PURITY
Description: You flood an area with the vibrant energy of the Light.
Mechanic: You gain +2 on all magic rolls with this ability. When this ability is activated, you create an aura around you that does damage equal to a quarter your magic score to all Demons, Undead and characters with the weakness Creature of Darkness within a number of feet equal to half your modifier with this ability, rounded down. You cannot be targeted by your own aura. Activating this ability takes an action. Once activated this ability stays active for a number of cycles equal to a third you level provided that you sacrifice one action to maintain it. Not sacrificing this action causes it to dissipate at the end of your turn. Activating Purity immediately cancels your activation of Taint.
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REVERSE POLARITY
Description: Your intimate knowledge of how to heal the body also grants you the knowledge of how to harm it.
Requires: Must complete Healer ability path
Mechanic: You gain +2 on all Magic rolls with this ability. You may use Heal Hit Points Alpha to deal damage equal to the amount that you would heal to a target on the target’s failed roll. For each upgraded version of Heal Hit Points you possess, you gain a cumulative +4 bonus to your roll to attack with or defend against this ability. This ability cannot be combined with any other Magical Attack or any Physical Attack in the same turn. The target of this ability must be seen and must be touched. Using this ability takes an action.
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REVERT
Description: You can force shapeshifting creatures back into their original form.
Requires: Shapeshift
Mechanic: You gain +4 on all Magic rolls with this ability. Your target must make a successful Resistance roll against your Magic roll or be changed to the race in which they were born. If a character was transformed forcibly, you must succeed at a Magic roll against the Magic roll that transformed them. If the character is already in their birth race, this ability has no effect. The target of this ability must be within five feet. This ability may not be combined with any other Magical Attacks in the same turn. Using this ability takes an action.
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SILENCE
Description: You have a knack for sneaking around.
Mechanic: You gain +2 on all Magic rolls with this ability. Whenever you activate this ability, all creatures within a number of feet equal your Magic score multiplied by five must succeed at a Resistance roll versus your Magic roll or be unable to perceive you. This grants you +4 on all offensive rolls against them. This effect lasts a number of turns equal your Endurance score, even if the target moves out of range. Any entering the range of this effect must make the required Resistance roll. This ability can be used in the same turn as any other Magical Attack, but not any Physical Attacks. Activating this ability takes an action.
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SNAKE FANGS
Description: You have learned a intermediate level attack, in which you can now inject a potent venom into your target.
Requires: Poison Attack; 5th Level
Mechanic: You gain +2 on all Magic rolls with this ability. Your target must make an additional Resistance roll against your Magic roll or be paralyzed. Target is paralyzed a number of cycles equal to the difference between your Magic roll and their Resistance roll. Success indicates that target does not become paralyzed. You must be able to touch your target. This ability cannot be combined with any other Magical Attack or any Physical Attack in the same turn. This ability does not do damage to the target. Using this ability takes an action.
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SOUL SWITCH
Description: You have such a vast understanding of the mind that you have learned how to move yours into other’s bodies temporarily.
Requires: Must have completed the Psychic, Puppetmaster, Mentalist, and Willbender ability paths; Possession; 10th level
Mechanic: You may trade bodies with any pawn you currently control. This triggers a reflexive struggle against your Mind Control. You must succeed at both Magic rolls for the switch to be successful. Upon success, you have traded bodies with your pawn and now have their appearance and Endurance score while they have yours. All lingering effects such as poison or disease remain with the body. All other Attributes and related abilities transfer with you. Your pawn needs to be within five feet of you to attempt this. The effects of this ability lasts a number of turns equal to half your Magic score. You pawn may not forgo the required Resistance rolls. If your pawn has the ability Willing Pawn, you gain +4 on your Magic rolls to make the switch. You must return to your body in order to use this ability again. The switch, either direction, takes one cycle to complete. Using this ability takes an action.
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STEALTH
Description: You have an uncanny ability to hide from your opponents.
Mechanic: You gain +2 on all Magic rolls with this ability. Whenever you activate this ability, all creatures within a number of feet equal your Magic score multiplied by five must succeed at a Resistance roll versus your Magic roll or be unable to perceive you. This grants you +4 on all defensive rolls against their offensive rolls. This effect lasts a number of turns equal your Endurance score, even if the target moves out of range. Any entering the range of this effect must make the required Resistance roll. This ability can be used in the same turn as any other Magical Attack, but not any Physical Attacks. Activating this ability takes an action.
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STUNNING ATTACK
Description: You are a stunning personality.
Mechanic: You gain +4 on all Magic rolls using this ability. The target must make a Resistance roll against your Magic roll or become stunned for one cycle and dazed for a cycle after that. This ability cannot be combined with any other Magical Attack in the same turn. A target must be within a number of feet equal to twice your modifier with this ability multiplied by five. This ability does damage equal to a quarter your Magic score. Using this ability takes an action.
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SUFFOCATION
Description: You can summon a force that wraps around your target, stealing their breath.
Mechanic: You gain +0 on all Magic rolls with this ability. The target you direct it at must make a Resistance roll against your Magic or lose all actions for a number of cycles equal to your Endurance score. At the end of the target’s first cycle, they take damage equal to a quarter your Magic score, rounded down, due to not being able to breathe. The target may make an additional Resistance roll every cycle they are held. Failure indicates that they continue to be held and continue to take damage equal to a quarter your Magic score at the end of their turn. This ability cannot be combined with any other action in the first turn it is used, but afterwards may be combined with any other ability. It takes a single action to maintain this ability. A target must be seen and within a number of feet equal to twice your modifier with this ability multiplied by five. This ability does damage equal to a quarter your Magic score. Using this ability takes an action.
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SUGGESTION
Description: You have a way with words.
Mechanic: You gain +6 on all Magic rolls with this ability. You may make a single simple request of a target. The target must make a Resistance roll 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 requests that go against any ideal natural to the target (as represented by the weakness Honor Code) suffer -10 on the Magic roll. If the action is not taken within a number of turns equal the difference between the target’s Resistance roll and your Magic roll plus your Endurance score, then the target loses the compulsion to fulfill it. A target must be able to hear you and within a number of feet equal to twice your modifier with this ability multiplied by five. This ability does not do damage. Using this ability takes an action.
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TAINT
Description: You give birth to the vilest of darkness: one full of teeth.
Mechanic: You gain +2 on all magic rolls with this ability. When this ability is activated, you create an aura around you that does damage equal to a quarter your Magic score to all Angels, Fey, and creatures with the weakness Creature of Light within a number of feet equal to half your modifier with this ability, rounded down. You cannot be targeted by your own aura. Activating this ability takes an action. Once activated this ability stays active for a number of cycles equal to a third you level provided that you sacrifice one action to maintain it. Not sacrificing this action causes it to dissipate at the end of your turn. Activating Taint immediately cancels your activation of Purity.
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TEMPORAL LOOP
Description: Things tend to get repeated around you.
Requires: Temporal Offering
Mechanic: You cause time within a number of feet equal to five times your Magic score to loop back a number of cycles equal to half your Endurance score. This effect lasts a number of hours equal to half your Endurance score. All who are caught in this loop get to make a Resistance roll when the effect first begins to remain aware that they are in a loop. Those entering an area affected by a time loop get the same roll. Knowledge of a loop allows the person to change things either by leaving the affected area or changing their actions. Using this ability takes two actions.
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TRANSMUTE
Description:
Requires: Any Weapon-Based Physical Attack; Light, Medium, or Heavy Armor; Metal Weapon (Any); Metal Armor (Any); Shifting Weapon; Shifting Armor
Mechanic: You gain +4 on Magic rolls with this ability. By spending a single action, you may change any ability of the Weapon-Based, Armor, or Shield subcategory into any other ability of the same subcategory. If the user of said ability doesn’t want it to change he must succeed at a Resistance roll against your Magic roll. If changing the targeted ability would cause the user to have not met the requirements an ability or ability path, he loses access to that ability path or ability. A target of this ability must be touched.
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Description:
Requires: Any Weapon-Based Physical Attack; Light, Medium, or Heavy Armor; Metal Weapon (Any); Metal Armor (Any); Shifting Weapon; Shifting Armor
Mechanic: You gain +4 on Magic rolls with this ability. By spending a single action, you may change any ability of the Weapon-Based, Armor, or Shield subcategory into any other ability of the same subcategory. If the user of said ability doesn’t want it to change he must succeed at a Resistance roll against your Magic roll. If changing the targeted ability would cause the user to have not met the requirements an ability or ability path, he loses access to that ability path or ability. A target of this ability must be touched.
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TURN COAT
Description: You can imprint thoughts into the minds of others to cause them to turn on their friends.
Mechanic: You gain +2 on all Magic rolls with this ability. The target must make a Resistance roll against your Magic roll or become a Storyteller-controlled creature that will attack allies for a number of cycles equal to half your Magic score. An affected target may reroll their Resistance roll against the original Magic roll if they are faced with a potential target that would violate their Honor Code or Heartstring. A target must be within a number of feet equal to twice your modifier with this ability multiplied by five. This ability does not do damage. Using this ability takes an action.
Re: Magical Attacks
WAR SONG
Description: Your Song strikes fear into your enemy’s heart. They tremble before you.
Requires: Must have completed the Bard and Herald ability paths
Mechanic: Whenever you use Battle Cry, all enemies within a number of feet equal to half your Magic score must make a Resistance roll against your Magic roll or take a penalty to all rolls equal to the bonus that Battle Cry gives your allies. This ability requires Battle Cry, but is otherwise automatic.
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WORLD OF ILLUSION
Description: We can live a lifetime in the span of moments...all within our mind.
Mechanic: You gain +4 on all Magic rolls with this ability. The target must make a Resistance roll against your Magic roll or enter an illusionary world in their mind while taking no actions in reality. In effect, they lose all actions for turn. Each cycle, the victim may make a new Resistance roll to shake off the illusion. Otherwise the effect lasts a number of turns equal to the difference between the target’s Resistance roll and your Magic roll. This ability cannot be combined with any other Magical Attack in the same turn. It takes a single action to maintain this ability. A target must be seen and within a number of feet equal to twice your modifier with this ability multiplied by five. This ability does damage equal to a quarter your Magic score. Using this ability takes an action.
Re: Magical Attacks
DEFENSE STRIPPER
Description: You ripped away your opponent’s defenses, softening them for the blows to come.
Mechanic: You gain +2 with this ability. If your target fails his Resistance roll against your Magic roll with this ability, he cannot activate any defensive ability and any such ability that is currently activated is canceled. Also the target does not gain any bonus derived from any ability of the Armor or Shield subcategories. This effect lasts a number of cycles equal to the difference between your Magic roll and his Resistance roll. This ability cannot be combined with any other Magical Attack in the same turn. You can only use this ability on a target within a number of feet equal to your Modifier with it multiplied by five. On a failed Resistance roll, this ability deals damage equal to the difference between the target’s Resistance roll and your Magic roll. Using this ability takes an action.
Re: Magical Attacks
INVISIBILITY
Description: You can magically disappear. Though not the assassin's trick of choice, it can help a canny scout avoid detection.
Mechanic: You gain +4 on Magic rolls with this ability. Upon activating this ability, you become almost impossible to be seen. This effect lasts a number of cycles equal to your Endurance score. During this time, those wishing to locate you must make a Resistance roll against your Magic roll to detect you by sound or see the faint shimmer that surrounds you. The bonus from Awareness or Skillful Ear is added onto this Resistance roll. If you are using the ability Silence, you gain an additional +4 on your Magic roll with this ability. This ability immediately cancels if you make an offensive roll, but you may activate other abilities freely. This ability does not take an action to maintain. Activating this ability takes an action.
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Description: You can magically disappear. Though not the assassin's trick of choice, it can help a canny scout avoid detection.
Mechanic: You gain +4 on Magic rolls with this ability. Upon activating this ability, you become almost impossible to be seen. This effect lasts a number of cycles equal to your Endurance score. During this time, those wishing to locate you must make a Resistance roll against your Magic roll to detect you by sound or see the faint shimmer that surrounds you. The bonus from Awareness or Skillful Ear is added onto this Resistance roll. If you are using the ability Silence, you gain an additional +4 on your Magic roll with this ability. This ability immediately cancels if you make an offensive roll, but you may activate other abilities freely. This ability does not take an action to maintain. Activating this ability takes an action.
Re: Magical Attacks
GLAMOUR
Description: You change how things and people appear. It can be as simple as changing your hair color or as complicated as hiding the door to the secret lair for a while.
Mechanic: Anytime this ability is activated, you change the physical appearance of a target. If the target does not wish to be changed, it must succeed at a Resistance roll against your Magic roll. Changing the physical appearance of a target does not change how it functions. Anyone wishing to see past the new appearance must succeed at a Resistance roll against your Magic roll. Those with Awareness add that bonus to their Resistance roll. If you have the Illusionist ability path, you gain +4 to your Magic roll with this ability and all Resistance rolls against this ability. A target of this ability must be within five feet. The effect lasts a number of minutes equal to your Endurance score plus half your Magic score or until canceled. Using this ability takes an action.
Re: Magical Attacks
DEEP TELEPATHY
Description: Your ability to communicate mentally improves, making you capable of two way communication. In addition, if you take the time, you may read more of the subject's mind then just their responses.
Requires: Telepathy
Mechanic: Telepathy now allows for two way communication. In addition, you may make a Magic roll versus the target’s Resistance roll to read the thoughts, both past and present, of a target. The target of this ability must be within a number of feet equal to your Magic score times ten. This ability does not do damage. Using this ability takes an action.
Weaver- Admin
- Posts : 491
Join date : 2011-03-27
Location : Her Loom
Re: Magical Attacks
AWAKEN PAWN
Description: You attempt to free the mind and spirit of a summoned pawn.
Requires: Animate Pawn (Any); Lifespark; 10th level
Mechanic: You may target a summoned pawn. The pawn’s summoner must succeed at a Resistance roll against your Magic roll or lose control of that pawn. Upon a successful use of this ability, the pawn is considered a character controlled by the Storyteller and may not still obey instructions from its original summoner. The awakened pawn retains all abilities, character points, and levels granted to it by its summoner’s abilities. It is considered to have the minimum amount of experience required to be at its current level, but do not gain any additional experience for the combat in which it is awakened. Awakened pawns no longer have a duration, but any attempt to return a slain pawn to life fail automatically. Awakened pawns are still considered to be of the Minion racial type, in addition to any other racial types of which they may be a member. The effect of this ability is permanent and cannot be reversed. This ability cannot be used in the same cycle as any other offensive action. A target of this ability must be within a number of feet equal to your Magic score. A target of this ability must be a pawn summoned by the Animate Pawn ability chain. Using this ability takes a cycle.
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Description: You attempt to free the mind and spirit of a summoned pawn.
Requires: Animate Pawn (Any); Lifespark; 10th level
Mechanic: You may target a summoned pawn. The pawn’s summoner must succeed at a Resistance roll against your Magic roll or lose control of that pawn. Upon a successful use of this ability, the pawn is considered a character controlled by the Storyteller and may not still obey instructions from its original summoner. The awakened pawn retains all abilities, character points, and levels granted to it by its summoner’s abilities. It is considered to have the minimum amount of experience required to be at its current level, but do not gain any additional experience for the combat in which it is awakened. Awakened pawns no longer have a duration, but any attempt to return a slain pawn to life fail automatically. Awakened pawns are still considered to be of the Minion racial type, in addition to any other racial types of which they may be a member. The effect of this ability is permanent and cannot be reversed. This ability cannot be used in the same cycle as any other offensive action. A target of this ability must be within a number of feet equal to your Magic score. A target of this ability must be a pawn summoned by the Animate Pawn ability chain. Using this ability takes a cycle.
Re: Magical Attacks
FORCED TELEPORT
Description: People move because you make them.
Requires: Teleport
Mechanic: You can use the ability Teleport to move creatures to any unoccupied space within a number of feet equal to four times your base speed. You no longer need to move with them to do so. Targets may make a Resistance roll against your Magic roll to avoid being affected. You gain +2 on these Magic rolls. This ability does not do damage. Abilities that affect Teleport, affect this ability. The target of this ability must be touched. Using this ability takes an action.
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Description: People move because you make them.
Requires: Teleport
Mechanic: You can use the ability Teleport to move creatures to any unoccupied space within a number of feet equal to four times your base speed. You no longer need to move with them to do so. Targets may make a Resistance roll against your Magic roll to avoid being affected. You gain +2 on these Magic rolls. This ability does not do damage. Abilities that affect Teleport, affect this ability. The target of this ability must be touched. Using this ability takes an action.
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