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The Dark
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PostSubject: Magical Attacks   Wed Nov 12, 2008 9:42 pm



Last edited by The Dark on Mon Nov 24, 2008 5:11 pm; edited 51 times in total
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PostSubject: Re: Magical Attacks   Thu Nov 13, 2008 1:21 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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PostSubject: Re: Magical Attacks   Thu Nov 13, 2008 1:25 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 race section, regardless of the matter 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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PostSubject: Re: Magical Attacks   Thu Nov 13, 2008 1:27 am

ANIMATE GRAVEBORN
   Description: You can animate graveborn with the Animate Pawn ability.
   Requires: Animate Pawn
   Mechanic: Graveborn use the statistics given in their template in the races section, 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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PostSubject: Re: Magical Attacks   Thu Nov 13, 2008 1:35 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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PostSubject: Re: Magical Attacks   Thu Nov 13, 2008 1:40 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).

~@~


Last edited by The Dark on Thu Nov 13, 2008 1:43 am; edited 1 time in total
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PostSubject: Re: Magical Attacks   Thu Nov 13, 2008 1:43 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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PostSubject: Re: Magical Attacks   Thu Nov 13, 2008 1:46 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 templates in the race section. 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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PostSubject: Re: Magical Attacks   Thu Nov 13, 2008 1:55 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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PostSubject: Re: Magical Attacks   Thu Nov 13, 2008 1:56 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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PostSubject: Re: Magical Attacks   Thu Nov 13, 2008 1:57 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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PostSubject: Re: Magical Attacks   Thu Nov 13, 2008 1:59 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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PostSubject: Re: Magical Attacks   Thu Nov 13, 2008 2:01 am

CONJURE ZETA
   Description: You can summon more powerful help.
   Requires: Conjure Epsilon, 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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PostSubject: Re: Magical Attacks   Thu Nov 13, 2008 2:02 am

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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PostSubject: Re: Magical Attacks   Thu Nov 13, 2008 2:04 am

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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PostSubject: Re: Magical Attacks   Thu Nov 13, 2008 2:06 am

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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PostSubject: Re: Magical Attacks   Thu Nov 13, 2008 2:09 am

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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PostSubject: Re: Magical Attacks   Thu Nov 13, 2008 2:40 am

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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PostSubject: Re: Magical Attacks   Thu Nov 13, 2008 2:41 am

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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PostSubject: Re: Magical Attacks   Thu Nov 13, 2008 2:43 am

PIERCING ELDRITCH ATTACK
   Description: Your eldritch attack is particularly potent.
   Requires: Eldrich 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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PostSubject: Re: Magical Attacks   Thu Nov 13, 2008 2:45 am

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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PostSubject: Re: Magical Attacks   Thu Nov 13, 2008 2:47 am

FLAMING AURA
   Description: An advanced spell that continually burns an opponent.
   Requires: Fire Attack
   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.

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PostSubject: Re: Magical Attacks   Thu Nov 13, 2008 2:50 am

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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PostSubject: Re: Magical Attacks   Thu Nov 13, 2008 2:53 am

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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PostSubject: Re: Magical Attacks   Thu Nov 13, 2008 2:55 am

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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