9-14-13: Let there be light! - WindStrike - 09-14-2013
Origin: Zelda Classic
Also known as a Cracktorok for its insane speed, the Magic Octorok, when it sees a threat, it will continuously fire waves of Magic blasts until they're dead. However, this is also a bit suicidal for itself, as it drains its own life because of its insanity. Arcane (Level: 3), Light (Level: 3)
- Its skin is made of Magic? What madness is this?
- Damage that Magic Octorok would take instead drains its Magic.
- When it runs out of Magic, the skin explodes, hitting everyone with a wave of Light Magic.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals set damage
- The attack deals damage equal to its Current Hearts.
When Magic Octorok has no Magic, its skin hardens and reduces damage taken by 4.
Additionally, anything that it uses that would cost Magic will drain from its Hearts instead.
- Costs 3 Magic at the start of each round to maintain
- The Magic Octorok moves extremely fast... so fast, its own Magic is propelling itself.
- When defending or attacking, its roll is increased by 5.
- Never fear, Cracktorok is here, ready to end your life in the blink of an eye! Hits one target.
- Roll your Courage +7 dice vs. targets' Courage dice
- If the attack is unsuccessful, Cracktorok slams into a conveniently placed wall and takes damage equal to the difference in successes.
- Level 10 and Light (Level: 3)
- Costs 4 Magic
- Fires a beam of Light that can reflect off targets’ shields, gaining successes on every bounce. Hits one target at a time.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- If successful and the target has a shield, you can nullify the attack and bounce the beam at another target.
- Reroll the attack roll, but add +3 successes. Stacks until the total success counter is at +6.
- You cannot hit the same target twice
- Level 10 and Arcane (Level: 2)
- Costs 5 Magic
- Fire a beam of Magic at a target, channeling that target's Magic into the beam.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, transfer Magic from the target equal to the difference in successes to the beam.
- This amount can't exceed 7 Magic.
The beam then bounces to another target, amplified by the extra Magic.
Roll your Wisdom +2 dice vs. targets' Wisdom dice
The attack's damage is increased by an amount equal to the Magic drained from the first target.
- Requires Arcane (Level: 3)
- Costs 8 Magic
- Magic Octorok fires a laser of doom from its mouth, engulfing the battlefield and hitting all enemies.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / Damage decreased by 2
- If the attack is successful, target(s) hit lose Magic equal to half of the difference in successes.
- If any of the attacks are unsuccessful, Magic Octorok takes backlash damage equal to the difference in successes from the unsuccessful attacks.
Origin: Zelda Classic
Of the various kinds of Wizzrobes, this one is easily one of the most feared. It's only visible when looking at it through a mirror or while in Spirit Form, and physical attacks phase right through it. Even direct hits from spells don't hurt it much.
- Mirrorobe is immune to physical damage. Spell damage taken is halved.
- However, Mirrorobe takes full damage from all attacks inside of the Mirror Realm, ignoring damage reduction.
- Additionally, if an attack is bounced of a mirror and hits Mirrorobe, it will do full damage, but it won't ignore damage reduction.
If there are not at least two mirrors in the room, Mirrorobe automatically retreats to a different room with two or more mirrors.
- Mirrorobe can bounce Light Blast off of up to 3 artificial mirrors.
- For each bounce, the attack gains 2 successes.
- Requires Light (Level: 1)
- Costs 2 Magic
- Fires a blast of Light at a target.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- Requires Light (Level: 3)
- Costs 6 Magic
- Summon four artificial mirrors around the room, with 8 Hearts each.
- For each mirror up, Mirrorobe gains 1 damage reduction.
- An artificial mirror will automatically break if two attacks bounce off of it.
The artificial mirrors last for the remainder of the battle.
- Requires Light (Level: 3)
- Costs 7 Magic
- Fire an extremely focused beam of Light at a target, ignoring damage reduction.
- Roll your Wisdom -3 dice vs. targets' Wisdom dice / Damage increased by 5
- If Disintegration Beam is bouncing off of non-artificial mirrors continuously, anything that touches the beam dies instantly.
Origin: The Legend of Zelda
A part of the Wizzrobe family, Blue Wizzrobes phase through walls at will and are considerably resilient to attacks. They fire blasts of ice and shadow at their targets, freezing them and phasing straight through armor. Shadow (Level: 2), Water (Level: 2)
- If Blue Wizzrobe depletes its Magic to 0 by using its own spells, Blue Wizzrobe fades away and automatically dies, granting only half of the experience.
- If someone else depletes Blue Wizzrobe to 0 Magic, Fade Away does not activate.
- Physical damage taken is reduced by 5.
- When defending, Blue Wizzrobe can choose to activate Phase Counter:
- Blue Wizzrobe rolls Wisdom against a physical attack.
- If the defense is successful, Blue Wizzrobe immediately counterattacks.
- If the defense is unsuccessful, Blue Wizzrobe takes full damage from the attack.
- Requires Shadow (Level: 1) and Water (Level: 1)
- Costs 4 Magic
- Fires a phased-out bolt of ice at a target, ignoring damage reduction.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- If the attack is successful, target gets the Frost Bite Affliction:
- The next attack the target is hit by is increased by 5 damage.
- If Frost Phase Bolt hits a target with Frost Bite, the target takes the extra 5 damage, and then Frost Bite is reapplied.
Frost Bite lasts for the remainder of the battle.
- Requires Shadow (Level: 2)
- Costs 2 Magic
- Attempts to phase a target out of existence temporarily.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target is phased out of existence.
- Target's next turn is skipped.
- Target is unaffected by everything, including regeneration and damage over time effects.
Phase Out lasts until the end of Blue Wizzrobe's next turn.
Origin: The Adventure of Link
An Armored Stalfos is equipped with armor, a sword, and shield, all made from its own bones. It's just as skeletal as Skeletor its lesser brethren, though its innate abilities to infect and reanimate aren't active due to its equipment.
- All of Armored Stalfos' items are made from its own bones, and thus, can only be used by Armored Stalfos.
- When Armored Stalfos dies, the items are destroyed with it.
- Charge one turn. On your next turn, attack using your primary weapon's standard attack.
- If the attack is successful, multiply the result of your successes by x1.5.
- Requires a shield
- When you have your shield out, you can bash a target, effectively dealing some damage.
- Roll your Power +2 dice vs. targets' Power dice / Damage is halved
- A blade melded with hardened bone, Skeletal Blade is lightweight yet deadly. Hits one target.
- Roll your Courage +4 dice vs. targets' Courage dice / Damage increased by 1
- If the attack is successful, target gets the Spine Control Affliction:
- Anytime that the afflicted player chooses an enemy as a target, Armored Stalfos can force the player to target a different enemy.
Spine Control lasts until the end of your turn two rounds later.
- The shield is made entirely of bone, allowing Armored Stalfos to move quickly while keeping a good defense up.
- When attacking, your roll is increased by 2 dice
- When defending, your roll is increased by 3 dice
- Armored Stalfos is covered in a plating that absorbs extra damage.
- Plating has 10 Hearts and reduces damage taken by 4
- When Plating reaches 0 Hearts, it falls off.
Once the Plating is off, any attack that would kill Armored Stalfos instead drops it to 1 Heart.
This effect will only work once per battle.
- 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]
- Amount: 3
- Embossed on the shaft of each arrow is some writing: "Pierce the heavens!" Hits one target.
- Roll your Courage +20 dice vs. targets' Courage dice
[box=Golden Arrows][list]
[*][Amount]3[/Amount]
[*]Embossed on the shaft of each arrow is some writing: "Pierce the heavens!" Hits one target.[list]
[*][dice type-a=Courage amount-a=+20 type-b=Courage][/list][/list][/box]
- Amount: 1
- A small key that can be used to unlock something. Theoretically, of course.
[box=Small Key][list]
[*][Amount]1[/Amount]
[*]A small key that can be used to unlock something. Theoretically, of course.[/list][/box]
- Servings: Amount: 4
- The fried carcass of a Cracktorok, grilled to perfection by lazars. It restores quite a bit, but causes some trippyness:
- Restores 8 Hearts and 8 Magic per serving.
- When you eat a serving, you experience tripping.
- Everytime you attack, roll $1d4. If it's a 1, roll $1d#, where # is the number of targets in the battle. The attack is redirected at the result.
- Your drunken haze increases your dice when defending by 3, but it decreases your dice when attacking by 3.
[box=Fried Cracktorok][list]
[*]Servings: [Amount]4[/Amount]
[*]The fried carcass of a [b]Cracktorok[/b], grilled to perfection by lazars. It restores quite a bit, but causes some trippyness:[list]
[*]Restores [Hearts]8[/Hearts] and [Magic]8[/Magic] per serving.
[*]When you eat a serving, you experience tripping.[list]
[*]Everytime you attack, roll $1d4. If it's a 1, roll $1d#, where # is the number of targets in the battle. The attack is redirected at the result.
[*]Your drunken haze increases your dice when defending by 3, but it decreases your dice when attacking by 3.[/list][/list][/list][/box]
- It seems to be a very strong blade that has power emanating from it, but it's heavily rusted over and needs to be treated. Hits one target.
- Roll your Courage +4 dice vs. targets' Courage dice
[box=Rusty Blade][list]
[*]It seems to be a very strong blade that has power emanating from it, but it's heavily rusted over and needs to be treated. Hits one target.[list]
[*][dice type-a=Courage amount-a=+4 type-b=Courage][/list][/list][/box]
RE: 9-14-13: Let there be light! - WindStrike - 09-29-2013
Origin: ZURPG
Part of a religious sect known as "The Followers of Wisdom", the Enchanter is usually a hooded figure that stacks in the back of its group, buffing its allies with barriers and other effects. Enchanters bring down what they call "the goddesses rage" upon those that don't follow their beliefs.
- Enchanter gains 3 Magic at the start of each round.
- When damage is taken, Enchanter can expend 1 Magic for any 1 Heart lost in its place.
- When Enchanter dies, any equipped items are dropped, replacing the random item drop.
[box=Casting Staff (Weapon)][list]
[*][Level=10]
[*]A [i]Two-Handed[/i] staff imbued with magical powers, it returns your spent [Magic] over the course of the battle.[list]
[*]Half of the [Magic] that you spend on your turn is returned to you at the start of the following round.[/list]
[*]Can hit one target with a quick swing of this staff.[list]
[*][dice type-a=Courage amount-a=+4 type-b=Courage] / Damage decreased by 3[/list][/list][/box]
[box=Guardian Robes (Robes)][list]
[*][Level=20] and [Light 2]
[*]Costs [Magic]3[/Magic] at the start of each round to maintain
[*]These robes are enchanted with [Light] [Magic] and have the crest of the Triforce across the chest. It provides decent damage protection.[list]
[*]All damage taken (including neutral) is reduced by 2.[/list]
[*][b]Divine Light[/b]:[list]
[*][Level=20] and [Light 4]
[*]Costs [Magic]10[/Magic]
[*]A holy [Light] envelops a target, giving him the [b]Divine Light[/b] [u]Buff[/u]:[list]
[*]When the target takes spell damage, half of that amount is added as damage to his next attack. This stacks infinitely.
[*][b]Divine Light[/b] cannot be used on those with [Shadow] affinity.[/list]
[*][b]Divine Light[/b] lasts until the end of your turn two rounds later.[/list][/list][/box]
- Level 20 Light (Level: 3)
- Costs 6 Magic
- Fire a series of mind blowing numbers at a target.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target gets the Stat Swap Status Effect:
- Target's highest and lowest stats are switched when the target is defending.
- This does not includes Hearts or Magic.
Stat Swap lasts until the end of your turn two rounds later.
- Level 20 and Light (Level: 4)
- Costs half of your Maximum Magic
- Roll your Maximum Magic and create a massive barrier that engulfs you and all allies.
- Barrier has bonus successes equal to the successes of your Maximum Magic.
- When any ally inside the barrier is defending, he can draw up to 5 successes from the Collective Barrier to his defending roll.
- Collective Barrier is not a Field Effect, but it can be dispelled like one.
Collective Barrier lasts until it falls or Enchanter dies.
- Level 10 and Light (Level: 2)
- Costs 3 Magic + 2 Magic per additional stack
- Target someone that has an Affliction that's capable of stacking.
- A ray of Light descends upon the target, removing all stacks of that particular Affliction.
- For each stack of the Affliction removed, the target heals by 2 Hearts.
- Level 10
- A Two-Handed staff imbued with magical powers, it returns your spent Magic over the course of the battle.
- Half of the Magic that you spend on your turn is returned to you at the start of the following round.
Can hit one target with a quick swing of this staff.
Roll your Courage +4 dice vs. targets' Courage dice / Damage decreased by 3
- Level 20 and Light (Level: 2)
- Costs 3 Magic at the start of each round to maintain
- These robes are enchanted with Light Magic and have the crest of the Triforce across the chest. It provides decent damage protection.
- All damage taken (including neutral) is reduced by 2.
Divine Light:
Level 20 and Light (Level: 4)
Costs 10 Magic
A holy Light envelops a target, giving him the Divine Light Buff:
When the target takes spell damage, half of that amount is added as damage to his next attack. This stacks infinitely.
Divine Light cannot be used on those with Shadow affinity.
Divine Light lasts until the end of your turn two rounds later.
Origin: ZURPG
The remains of an Armored Stalfos that happened to be left next to the Nayru's Love Shard. When it was freed, the shard ended up possessing whatever was closest to it, which happened to be an Armored Stalfos. Now equipped with a crystalline sword and shield and a strengthened body, it's easily capable of crushing others with ease. Light (Level: 3), Shadow (Level: 3)
- Crystallized Stalfos' core is crystallized. When it drops to 10 Hearts or less, all damage taken is halved.
- However, after taking three hits during this time, Crystallized Stalfos automatically shatters and dies.
- When Crystallized Stalfos dies, any equipped items are dropped, in addition to a $4d3 forced item drop.
[box=Crystalline Blade (Weapon)][list]
[*][Level=20], [Shadow 1], and [Light 1]
[*]A blade melded with hardened bone and crystals, it crystallizes whatever it hits. Hits one target.[list]
[*][dice type-a=Courage amount-a=+2 type-b=Courage] / Damage increased by 2
[*]If the attack is successful, target gets the [b]Crystalline Control[/b] [u]Affliction[/u]:[list]
[*]Target begins to crystallize. For each stack of [b]Crystalline Control[/b], target's dice when attacking and defending are decreased by 4.
[*]Target becomes crystalline as well, increasing his damage reduction by 3 for each stack.
[*]This stacks up to three times. On the fourth time, the target turns to crystal and turns to your control.[/list]
[*][b]Crystalline Control[/b] lasts for the remainder of the battle.[/list][/list][/box]
[box=Crystalline Shield (Shield)][list]
[*][Level=20], [Shadow 2], and [Light 2]
[*]The shield, originally made of bone, is now spiked with heavy crystals, slowing you down while increasing your defense.[list]
[*]When defending, your roll is decreased by 3 dice
[*]Physical damage taken is reduced by 2
[*]When you are hit by a spell (and survive), the spell is reflected at the attacker at the same success rate.[/list]
[*][b]Crystalline Bash:[/b][list]
[*]Bash a target with this shield, impaling the target with the shield's spikes.[list]
[*][dice type-a=Power amount-a=+4 type-b=Power]
[*]If the attack is successful, the shield's spikes stick to the target.[list]
[*]You (the user of the shield) lose the physical damage reduction and the spell reflection from the shield. Additionally, when defending, your roll is increased by 3 dice instead of decreased by 3 dice.
[*]Target is weighed down, losing 3 dice when attacking and defending.
[*]If you bash the target again with this shield, the damage from [b]Bash[/b] is not halved, and the spikes return from the target to your shield.[/list]
[*]The effect lasts until either of you die or until you [b]Bash[/b] the target.[/list][/list][/list][/box]
- Requires a shield
- When you have your shield out, you can bash a target, effectively dealing some damage.
- Roll your Power +2 dice vs. targets' Power dice / Damage is halved
- Level 20, Shadow (Level: 1), and Light (Level: 1)
- A blade melded with hardened bone and crystals, it crystallizes whatever it hits. Hits one target.
- Roll your Courage +2 dice vs. targets' Courage dice / Damage increased by 2
- If the attack is successful, target gets the Crystalline Control Affliction:
- Target begins to crystallize. For each stack of Crystalline Control, target's dice when attacking and defending are decreased by 4.
- Target becomes crystalline as well, increasing his damage reduction by 3 for each stack.
- This stacks up to three times. On the fourth time, the target turns to crystal and turns to your control.
Crystalline Control lasts for the remainder of the battle.
- Level 20, Shadow (Level: 2), and Light (Level: 2)
- The shield, originally made of bone, is now spiked with heavy crystals, slowing you down while increasing your defense.
- When defending, your roll is decreased by 3 dice
- Physical damage taken is reduced by 2
- When you are hit by a spell (and survive), the spell is reflected at the attacker at the same success rate.
Crystalline Bash:
Bash a target with this shield, impaling the target with the shield's spikes.
Roll your Power +4 dice vs. targets' Power dice
If the attack is successful, the shield's spikes stick to the target.
You (the user of the shield) lose the physical damage reduction and the spell reflection from the shield. Additionally, when defending, your roll is increased by 3 dice instead of decreased by 3 dice.
Target is weighed down, losing 3 dice when attacking and defending.
If you bash the target again with this shield, the damage from Bash is not halved, and the spikes return from the target to your shield.
The effect lasts until either of you die or until you Bash the target.
- 3 of 5 collected. Only one remains!
[box=Nayru's Love Shard][list]
[*]3 of 5 collected. Only one remains![/list][/box]
- 4 of 5 collected. Only one remains!
[box=Nayru's Love Shard][list]
[*]4 of 5 collected. Only one remains![/list][/box]
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