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 Magical Resistances

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The Dark
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PostSubject: Magical Resistances   Wed Nov 12, 2008 9:40 pm



Last edited by The Dark on Wed Nov 26, 2008 5:01 pm; edited 11 times in total
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PostSubject: Re: Magical Resistances   Thu Nov 13, 2008 12:44 pm

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 ethereal skill, and vice-sersa. Using this ability is automatic.

~@~
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PostSubject: Re: Magical Resistances   Thu Nov 13, 2008 12:45 pm

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.

~@~
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PostSubject: Re: Magical Resistances   Thu Nov 13, 2008 12:46 pm

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 ethereal skill, and vice-sersa. Using this ability is automatic.

~@~
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PostSubject: Re: Magical Resistances   Thu Nov 13, 2008 12:46 pm

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.

~@~
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PostSubject: Re: Magical Resistances   Thu Nov 13, 2008 12:47 pm

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.

~@~
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PostSubject: Re: Magical Resistances   Thu Nov 13, 2008 12:48 pm

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.

~@~
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PostSubject: Re: Magical Resistances   Thu Nov 13, 2008 12:49 pm

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 The Dark on Mon Dec 01, 2008 1:58 pm; edited 1 time in total
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PostSubject: Re: Magical Resistances   Thu Nov 13, 2008 12:50 pm

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.

~@~
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PostSubject: Re: Magical Resistances   Thu Nov 13, 2008 12:50 pm

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.

~@~
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PostSubject: Re: Magical Resistances   Thu Nov 13, 2008 12:51 pm

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.

~@~
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PostSubject: Re: Magical Resistances   Wed Nov 26, 2008 5:00 pm

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.

~@~
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