9-6-13: Dampe's Grave - WindStrike - 09-06-2013
Origin: The Legend of Zelda
Blue Darknuts are considerably faster and a bit more intelligent than Red Darknuts. Instead of using a Tower Shield for defense, it banks on its offensive capabilities by wielding two claymores.
- All Darknuts have absurd strength and are thus able to carry Two-Handed items with one hand instead.
- Darknut attacks also deal impact damage to those that successfully block their attacks.
- Targets that successfully defend Darknut attacks take damage equal to their bonus dice when defending.
- When Darknut dies, any equipped items are dropped, replacing the random item drop.
[box=Berserker's Claymore (Weapon)][list]
[*][Level=10]
[*]A heavy, [i]Two-Handed[/i] curved blade that causes its victims to go berserk. Hits one target.[list]
[*][dice type-a=Courage type-b=Courage] / Damage increased by 1
[*]If the attack is successful, target gets the [b]Berserk[/b] [u]Affliction[/u]:[list]
[*]Target is forced to use melee attacks.
[*]Target gains +2 damage on all attacks, excluding neutral and affinity effect damage.
[*]Target takes +1 damage from all attacks, excluding neutral and affinity effect damage.[/list]
[*][b]Berserk[/b] lasts until the end of your turn one round later.[/list][/list][/box]
[box=Desertion (Weapon)][list]
[*][Level=10]
[*]A gargantuan [i]Two-Handed[/i] blade the size of an adult Hylian that’s capable of breaking its foes in a single strike. Hits one target.[list]
[*][dice type-a=Power amount-a=-5 type-b=Power] / Damage increased by 4
[*]If the attack is successful, target gets the [b]Scarred[/b] [u]Affliction[/u]:[list]
[*]A [Magic] scar is left on all of the target’s equipped items, lowering all numerical bonuses by 1.[list]
[*]This does not include durations of effects.[/list]
[*][b]Scarred[/b] stacks infinitely.[/list]
[*][b]Scarred[/b] lasts for the remainder of the battle or until you (the wielder) dies.[/list][/list][/box]
[box=Charge Platemail (Armor)][list]
[*][Level=10]
[*]As you take attacks, yours armor charges over time, eventually empowering your attacks.[list]
[*]Damage taken is reduced by 2
[*]Each time you are hit, [b]Charge Platemail[/b] gains a charge, up to a maximum of 3.
[*]When the armor is fully charged, your next attack is increased by 5 successes.[list]
[*]Regardless of whether the attack hits or not, all of the charges are spent, resetting the charge count to 0.[/list][/list][/list][/box]
- Requires two swords equipped
- Slash a target with the standard attacks of both of your swords in a cross pattern. Rather than two separate rolls, the rolls are combined into one roll.
- Roll the average of the attack rolls vs. the average of the target's defense rolls. The damage modifier is whichever of the two damage modifiers was lower.
- If the attack is successful, any Passive Effects from both swords are applied to the target.
- Darknut charges at a target at super speeds, exceeding 88 mph.
- Roll your Courage +4 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, target's shield is knocked far away.
- The target must spend an action or a counterattack to go and pick it up.
If the attack is unsuccessful, Darknut slams into an inconveniently placed wall.
Darknut takes neutral damage equal to the half of the difference in successes.
- Requires Shadow (Level: 1)
- Costs 2 Magic
- Strike a target with a ranged, physical Shadow attack. Does not count as spell damage.
- Roll your Courage -3 dice vs. targets' Wisdom dice / Damage increased by 1
- Level 10
- A heavy, Two-Handed curved blade that causes its victims to go berserk. Hits one target.
- Roll your Courage dice vs. targets' Courage dice / Damage increased by 1
- If the attack is successful, target gets the Berserk Affliction:
- Target is forced to use melee attacks.
- Target gains +2 damage on all attacks, excluding neutral and affinity effect damage.
- Target takes +1 damage from all attacks, excluding neutral and affinity effect damage.
Berserk lasts until the end of your turn one round later.
- Level 10
- A gargantuan Two-Handed blade the size of an adult Hylian that’s capable of breaking its foes in a single strike. Hits one target.
- Roll your Power -5 dice vs. targets' Power dice / Damage increased by 4
- If the attack is successful, target gets the Scarred Affliction:
- A Magic scar is left on all of the target’s equipped items, lowering all numerical bonuses by 1.
- This does not include durations of effects.
Scarred stacks infinitely.
Scarred lasts for the remainder of the battle or until Darknut dies.
- Level 10
- As Darknut takes attacks, his armor charges over time, eventually empowering his attacks.
- Damage taken is reduced by 2
- Each time Darknut is hit, Charge Platemail gains a charge, up to a maximum of 3.
- When the armor is fully charged, Darknut’s next attack is increased by 5 successes.
- Regardless of whether the attack hits or not, all of the charges are spent, resetting the charge count to 0.
Origin: The Ocarina of Time
These mysterious phantoms drift about Hyrule, hidden to the naked eye. More chilling than their wrappings and deep, glowing eyes are their lanterns, which glow with the seething light of their souls.
- A blast of energy hits a target, draining his Magic.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- If the attack is successful, target loses 2 Magic.
- When Edgar Allen Poe dies, any equipped items are dropped, replacing the random item drop.
[box=Soul Lantern][list]
[*][Level=10]
[*]A lantern as a shield? Who does that?[list]
[*]When defending, your roll is increased by 2 dice.[/list]
[*]Gives you an extra line of defense that enables you to override any defending stat with [Wisdom].[list]
[*]Costs all of your remaining [Magic]
[*]You must have at least half of your Maximum [Magic] to use this.[/list]
[*]Soul Lantern can only be used once per battle.[/list][/box]
- Requires Shadow (Level: 2)
- Costs 4 Magic
- Attack a target's mind directly through telepathy, ignoring damage reduction and lowering the target's Wisdom.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, target gets the Repressed Affliction:
- Target's Wisdom stat is reduced by 5
Repressed lasts for the remainder of the battle.
- Level 10
- A lantern as a shield? Who does that?
- When defending, your roll is increased by 2 dice.
Gives you an extra line of defense that enables you to override any defending stat with Wisdom.
Costs all of your remaining Magic
You must have at least half of your Maximum Magic to use this.
Soul Lantern can only be used once per battle.
Origin: The Ocarina of Time
Gibdos are actually Redeads covered in mummy wrappings. They latch onto their foes, sucking their life force and turning them to mummies. Thankfully, unlike bare Redeads, they don't let out paralyzing shrieks. Shadow (Level: 2), Nature (Level: 2)
- If Gibdo has 3 Magic and is latched onto a target by the start of Gibdo's turn, target is Gibdo-fied! and dies instantly.
- When the target dies, Gibdo's Magic counter is reduced back to 0.
Gibdo's Magic counter cannot be modified by anything except Leech and Gibdo-fied!
- Mummy Wrappings do not cover the Gibdo's hands, which spread their decay and filth with anything they touch. Can swing its arm at one target.
- Roll your Courage dice vs. targets' Courage dice
- If the attack is successful, target gets the Decay Affliction:
- All neutral damage taken by the target is doubled.
Decay lasts until the end of your turn one round later.
- Requires Shadow (Level: 1) and Nature (Level: 1)
- Gibdo attempts to latch onto a target in an effort to leech out its lifeforce.
- Roll your Power +4 dice vs. targets' Power dice / Damage is halved
- If the attack is successful, Gibdo manages to latch onto the target:
- Target may attempt to roll out using base Power or base Courage stat against the original successes of the attack.
- If the attack is unsuccessful, Gibdo steals a bit of target's lifeforce by 5 Hearts and 1 Magic.
While latched onto a target, both Gibdo and the target cannot do anything else.
- Gibdo is covered in wrappings, protecting it greatly from all attacks, but it's highly susceptible to Fire attacks.
- Damage taken is halved.
- Fire attacks set the wrappings on Fire, burning them off.
- Gibdo (and any target it is latched to) take 5 burn damage (neutral).
Mummy Wrappings can only be equipped by Gibdos.
Origin: The Ocarina of Time
The unwary may see only a formidable stone statue, but they'll realize their mistake too late once they make contact and it grinds to life. Whatever sorcery keeps it alive also leaves a nasty trap once it's dead...
- Physical damage taken reduced by 3
- The Armos does not have a standard attack. Instead, it counterattacks every time it is hit.
- Roll your Power dice vs. targets' Power dice / Damage increased by 2
- When the Armos is destroyed, it explodes, hitting everyone.
- Roll your Power dice vs. targets' Power dice / Deals $2d3 damage
If the Armos is destroyed with -4 to -7 Hearts, it does not self-destruct.
If the Armos is destroyed with -8 Hearts or less, it supernovas, hitting everyone.
Roll your Power dice vs. targets' Power dice / Deals $2d6 damage
- Select a target to use Cover on.
- Anyone targeting the selected target will instead hit you.
- Attacks that hit multiple targets can bypass Cover.
If you are unsuccessful in defending any attack, Cover wears off.
Cover lasts until you're hit or until you use Cover on someone else.
- Your soul uses Magic as its form of health. If your Magic reaches 0, your soul dies.
- All of your attacks ignore damage reduction. Likewise, all attacks that hit you ignore your damage reduction.
- You can only be hurt by spell damage. Physical attacks go straight through you.
- Anyone that's not in Spirit Mode or doesn't have Spirit Vision loses 6 successes when targeting you.
- The Armos Soul does not have a standard attack. Instead, it counterattacks every time it is hit.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- Requires Arcane (Level: 2)
- When the Armos Soul is destroyed, it explodes in an explosion of Arcane energy, hitting everyone.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target(s) hit lose $2d3 Magic.
Origin: The Legend of Zelda
Red Darknuts may be extremely powerful, capable of knocking out foes with ease, but they're completely mindless and only seek to destroy.
- All Darknuts have absurd strength and are thus able to carry Two-Handed items with one hand instead.
- Darknut attacks also deal impact damage to those that successfully block their attacks.
- Targets that successfully defend Darknut attacks take damage equal to their bonus dice when defending.
- When Darknut dies, any equipped items are dropped, replacing the random item drop.
[box=Claymore][list]
[*]A large, [i]Two-Handed[/i] sword, the Claymore can cut through anything in your path.[list]
[*][dice type-a=Courage type-b=Courage] / Damage increased by 3[/list][/list][/box]
[box=Tower Shield][list]
[*]A large, [i]Two-Handed[/i] shield that helps defend against attacks and mitigate damage.[list]
[*]When defending, your roll is increased by 2 dice. Additionally, damage taken is reduced by 2 (on top of your armor).
[*]If you are unsuccessful when attacking, target automatically gets to counterattack.[list]
[*]While anyone is counterattacking you, Tower Shield is disabled.[/list][/list][/list][/box]
[box=Soldier Platemail][list]
[*][Level=10]
[*]Damage taken is reduced by 1
[*]Increase your [Power] stat by 4.[/list][/box]
- Darknut charges at a target with its shield. The shield must not be disabled to use Collision.
- Roll your Courage +3 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, target loses all bonus dice when defending.
- This lasts until the end of Darknut's turn one round later.
If the attack is unsuccessful, Darknut's Tower Shield is disabled.
This lasts until the end of Darknut's turn round later.
- Level 10 and Shadow (Level: 2)
- Costs 3 Magic
- Give an ally the Berserk Affliction:
- Target is forced to use melee attacks.
- Target gains +3 damage on all attacks, excluding neutral and affinity effect damage.
- Target takes +2 damage from all attacks, excluding neutral and affinity effect damage.
Berserk lasts until the end of your turn two rounds later.
- The Darknut wields a mighty Two-Handed claymore in one hand, effectively using it to deal great damage to opponents. Can hit one target.
- Roll your Courage dice vs. targets' Courage dice / Damage increased by 3
- A large, Two-Handed shield that helps defend against attacks and mitigate damage.
- When defending, Darknut's roll is increased by 2 dice. Additionally, damage taken is reduced by 2 (on top of Soldier Platemail).
- If Darknut is unsuccessful when attacking, target automatically gets to counterattack.
- While anyone is counterattacking Darknut, Tower Shield is disabled.
- Level 10
- Damage taken is reduced by 1
- Increase your Power stat by 4.
[enemy Power=5 Courage=18 Wisdom=25 Hearts=0/0 Magic=18/18]
- Your soul uses Magic as its form of health. If your Magic reaches 0, your soul dies.
- All of your attacks ignore damage reduction. Likewise, all attacks that hit you ignore your damage reduction.
- You can only be hurt by spell damage. Physical attacks go straight through you.
- Anyone that's not in Spirit Mode or doesn't have Spirit Vision loses 6 successes when targeting you.
- Requires Shadow (Level: 2)
- Red Darknut Soul phases through a target's soul quickly, causing mental damage.
- Roll your Courage +5 dice vs. targets' Courage dice
- If the attack is successful, target gets the Wisdom Down Affliction:
- Target's Wisdom is reduced by 3.
Wisdom Down lasts until the end of your turn two rounds later.
- Level 10 and Shadow (Level: 2)
- Costs 3 Magic
- Give an ally the Berserk Affliction:
- Target is forced to use melee attacks.
- Target gains +3 damage on all attacks, excluding neutral and affinity effect damage.
- Target takes +2 damage from all attacks, excluding neutral and affinity effect damage.
Berserk lasts until the end of your turn two rounds later.
- Requires Shadow (Level: 2)
- Costs 5 Magic
- Imbue a selected physical weapon with poison (can be anyone's). On the next successful hit with that weapon, the target gets the Disease Affliction:
- The target takes 2 poison damage (neutral) at the start of each round.
- Target's Courage, Power and Wisdom stats are reduced by 3.
Disease lasts until the end of your turn two rounds later.
- Requires Shadow (Level: 1)
- Costs 1 Magic
- Fire a shadowy bolt of magic at a target.
- Roll your Wisdom dice vs. targets' Wisdom dice
Origin: The Legend of Zelda
Probably the most central of the Wizzrobe family, the Red Wizzrobe teleports around from one place to another, blasting everything to oblivion with its wand.
- Physical damage taken is halved.
- If the attack already does half damage, it doesn’t get cut down a second time.
Light attacks fired at Red Wizzrobe get double the counter bonus.
- If Red Wizzrobe is hit by an attack and has at least half of its Maximum Magic remaining, it can teleport away at the last moment.
- Hearts are reduced to 1 and Wisdom is reduced to 20.
- Costs all of Red Wizzrobe's Magic.
Escape Teleport can only be used once per battle.
- Red Wizzrobe is able to clearly see souls and spirits and does not get a penalty when targeting them.
- When Red Wizzrobe dies, any equipped items are dropped, replacing the random item drop.
[box=Wizzrobe Wand][list]
[*]The rounded base of this wand rotates, giving the wielder two different casting modes.
[*]Can fire either a large but dispersed magic blast that hits all enemies, or a small but focused magic blast at a single target.[list]
[*][b]Dispersed:[/b][list]
[*][dice type-a=Wisdom amount-a=+1 type-b=Wisdom] / Damage is halved[/list]
[*][b]Focused:[/b][list]
[*][dice type-a=Wisdom amount-a=+4 type-b=Wisdom][/list][/list][/list][/box]
- Requires Shadow (Level: 3)
- Costs 5 Magic
- Red Wizzrobe phases into the body of a target in an attempt to take control of the target.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, Red Wizzrobe takes control of the target.
- At the start of target's turns, target may roll Power, Courage, or Wisdom against the original successes of the attack.
- If he is successful, the target breaks free of Control, and Red Wizzrobe takes neutral damage equal to the difference in successes.
Otherwise, target cannot take action, and Red Wizzrobe has full control of the target's actions on Red Wizzrobe's turn.
Control lasts until the end of your turn two rounds later.
- The rounded base of this wand rotates, giving the wielder two different casting modes.
- Can fire either a large but dispersed magic blast that hits all enemies, or a small but focused magic blast at a single target.
- Dispersed:
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / Damage is halved
Focused:
Roll your Wisdom +4 dice vs. targets' Wisdom dice
Origin: ZURPG
A puppet that remains hidden and isn't even listed as part of the battle. As long as an Animator Puppet is around, it's able to control the physical bodies of enemies in Spirit Mode. The puppet itself appears to be controlled by something else, but it's not the in same area as the Animator Puppet. The puppet itself is a wooden doll that's stationary but hard to kill.
- As long as Animator Puppet is alive, it's able to control the physical bodies of any Armos, Stalfos, Darknut, or Iron Knuckle that is in Spirit Form.
- Costs 3 Magic
- By activating this, your soul leaves your body and takes on your Spirit Form.
- You are able to float and fly around within the boundaries of any Spirit Complex.
- Your soul uses Magic as its form of health. If your Magic reaches 0, you automatically return to your physical body.
- If your physical body dies, you (in spirit form) lose 5 Magic at the start of each round.
You are only able to use Spells and Skills that don't require items.
All of your attacks ignore damage reduction. Likewise, all attacks that hit you ignore your damage reduction.
You can only be hurt by spell damage. Physical attacks go straight through you.
Your body can be covered normally, but you (in spirit form) can only be covered by someone else in Spirit Form.
Anyone that's not in Spirit Mode or doesn't have Spirit Vision loses 6 successes when targeting you.
[box=Spirit Gem][list]
[*]Costs [Magic]3[/Magic]
[*]By activating this, your soul leaves your body and takes on your [b]Spirit Form[/b].[list]
[*]You are able to float and fly around within the boundaries of any [b]Spirit Complex[/b].
[*]Your soul uses [Magic] as its form of health. If your [Magic] reaches 0, you automatically return to your physical body.[list]
[*]If your physical body dies, you (in spirit form) lose [Magic]5[/Magic] at the start of each round.[/list]
[*]You are only able to use [b]Spells[/b] and [b]Skills[/b] that don't require items.
[*]All of your attacks ignore damage reduction. Likewise, all attacks that hit you ignore your damage reduction.
[*]You can only be hurt by spell damage. Physical attacks go straight through you.[list]
[*]Your body can be covered normally, but you (in spirit form) can only be covered by someone else in [b]Spirit Form[/b].[/list]
[*]Anyone that's not in [b]Spirit Mode[/b] or doesn't have [b]Spirit Vision[/b] loses 6 successes when targeting you.[/list][/list][/box]
- When you activate a Spirit Gem, it drains 3 Hearts instead.
- As long as this is equipped, while you are in Spirit Form, your Heart and Magic stats are flipped.
[box=Spirit Switch][list]
[*]When you activate a [b]Spirit Gem[/b], it drains [Hearts]3[/Hearts] instead.
[*]As long as this is equipped, while you are in [b]Spirit Form[/b], your [Heart] and [Magic] stats are flipped.[/list][/box]
RE: 9-6-13: Dampe's Grave - WindStrike - 09-28-2013
Origin: ZURPG
A phantom version of Penumbra, Guardian of Shadows. It doesn't seem like it's nearly as strong as Penumbra, but that doesn't stop it from being formidable. It has nearly all of the original's abilities, including Void magic.
- Penumbra's Phantom has two Arms and two Legs.
- For each Arm it has, Penumbra's Phantom gains +5 Courage.
- For each Leg it has, Penumbra's Phantom gains +5 Power.
- Any time Penumbra's Phantom, Body is successful in attacking, he siphons Magic from the target(s) equal to the difference in successes.
- Requires Shadow (Level: 6)
- Costs 5 Magic
- Open a void under a target, causing him to fall into it.
- Roll your Wisdom dice vs. targets' Courage -3 dice / Deals no damage
- If the attack is successful, summon another void to a random point above the target by rolling $1d5.
- The target falls from the void the higher the number, taking fall damage equal to the result * 3.
- Requires Shadow (Level: 6)
- Costs 12 Magic
- A rip in reality is formed, sucking everyone on the field into it, except Penumbra's Phantom.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals no damage
- This repeats again at the end of the next round. Those that are hit by both hits are pulled into the void.
- Targets pulled in collide with each other at high speeds, taking damage equal to 6 * #, where # is the number of targets pulled in.
- If only a single target is pulled in, he takes no damage.
Targets pulled into the void can only hit others that are inside the void.
At the end of the following round, targets are spit back out of the void.
- Requires Shadow (Level: 6)
- Costs 6 Magic
- Create a series of voids along a path, flinging a target across that path at high speeds.
- Roll your Wisdom +10 dice vs. targets' Power dice / Deals no damage
- If the attack is successful, roll it repeatedly, with -5 dice each time, until it's unsuccessful.
- For each attack that is successful, the target is flung across an increasing number of voids into a wall.
- Target takes 2^# damage, where # = the number of voids the target was thrown across.
- Requires Shadow (Level: 6)
- Costs 7 Magic
- Bind a target's soul to your soul through a two-way void.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target gets the Deathbind Affliction:
- When Penumbra's Phantom, Body dies, target also dies.
- When target dies, Penumbra's Phantom, Body takes damage equal to target's Current Magic at his time of death.
Deathbind lasts for the remainder of the battle.
Origin: ZURPG
The arms of Penumbra's Phantom. They swing wildly at those that attack it.
- Any time Penumbra's Phantom's arm is hit, it swings back at the attacker automatically.
- Roll your Courage +5 dice vs. targets' Courage dice
Origin: ZURPG
The legs of Penumbra's Phantom. They stomp the ground when someone attacks it, causing tremors.
- Any time Penumbra's Phantom's leg is hit, it stomps the ground, hitting the attacker with tremors.
- Roll your Power +5 dice vs. targets' Power dice / Damage is halved
- If the attack is successful, target gets the Shaken Affliction:
- Target is unsteady and loses 3 dice when defending.
Shaken lasts until the end of the next round.
Origin: ZURPG
The head of Penumbra's Phantom, which becomes active after its main body is defeated. It has a few high-tier spells that are extremely devastating. It also has access to all of the main body's spells.
- Penumbra's Phantom rolls 2d9 for initiative.
- When Penumbra's Phantom, Head runs out of Magic, it automatically dies.
- When Penumbra's Phantom, Head dies, it's sucked into a miniature black hole, which tries to suck in everyone in the battlefield.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target is squeezed down momentarily through an extremely small space before being spat back out into reality.
- Target takes damage equal to the difference in successes + the target's Current Magic.
- Requires Shadow (Level: 6)
- Costs 5 Magic
- Open a void under a target, causing him to fall into it.
- Roll your Wisdom dice vs. targets' Courage -3 dice / Deals no damage
- If the attack is successful, summon another void to a random point above the target by rolling $1d5.
- The target falls from the void the higher the number, taking fall damage equal to the result * 3.
- Requires Shadow (Level: 6)
- Costs 12 Magic
- A rip in reality is formed, sucking everyone on the field into it, except Penumbra's Phantom.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals no damage
- This repeats again at the end of the next round. Those that are hit by both hits are pulled into the void.
- Targets pulled in collide with each other at high speeds, taking damage equal to 6 * #, where # is the number of targets pulled in.
- If only a single target is pulled in, he takes no damage.
Targets pulled into the void can only hit others that are inside the void.
At the end of the following round, targets are spit back out of the void.
- Requires Shadow (Level: 6)
- Costs 6 Magic
- Create a series of voids along a path, flinging a target across that path at high speeds.
- Roll your Wisdom +10 dice vs. targets' Power dice / Deals no damage
- If the attack is successful, roll it repeatedly, with -5 dice each time, until it's unsuccessful.
- For each attack that is successful, the target is flung across an increasing number of voids into a wall.
- Target takes 2^# damage, where # = the number of voids the target was thrown across.
- Requires Shadow (Level: 6)
- Costs 7 Magic
- Bind a target's soul to your soul through a two-way void.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target gets the Deathbind Affliction:
- When Penumbra's Phantom, Body dies, target also dies.
- When target dies, Penumbra's Phantom, Body takes damage equal to target's Current Magic at his time of death.
Deathbind lasts for the remainder of the battle.
- Requires Shadow (Level: 9)
- Costs 25 Magic
- A void of dark matter engulfs the field, hitting everyone (including self).
- Roll your highest stat vs. targets' highest stat / Deals no damage
- The field distorts as a result of the attack, causing several random effects (DM's discretion).
- If the attack is successful, target(s) hit take massive damage.
- Roll your base Wisdom stat. All targets hit take damage equal to the result.
The field effects last until Penumbra's Phantom dies.
- Requires Shadow (Level: 8)
- Costs 10 Magic
- Illuminate the field in a veil of Black Light, causing a Field Effect.
- All non-Wisdom based attacks only do half damage, but it causes Magic to be siphoned equal to the damage done.
Black Light lasts until the end of your turn two rounds later.
- Level 40
- A key that can be held by those of the physical realm, but it can also unlock locks that can't be accessed with normal keys.
[box=Spectral Key][list]
[*][Level=40]
[*]A key that can be held by those of the physical realm, but it can also unlock locks that can't be accessed with normal keys.[/list][/box]
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