3/7/2014 - Phantasm Hall - Orithan - 02-26-2014
A team of 4 brave adventurers; Darte, Red_Enrics, Dex and Baegba, were phased into the dungeon, given a free map right off the bat. After breaking a few pots, they grabbed goodies including two Faries and a Magic Potion before heading into the next room.
There, they encountered the Phantasm Wizzrobe absorbing colour from the coloured flames there. The Wizzrobe tried to escape but got caught by Dex and Red_Enrics before they proceeded to slaughter him (though not without a little resistance), with Dex claiming his completely white eyes as a trophy.
Just when they thought the quest was over, the Wizzrobe's overlord locked the way out, forcing them to continue trudging through the dungeon and complete it properly. The team of adventurers ventured onwards into the Blue Room to continue exploration, but not before Darte was mysteriously replaced with Kirran.
Here in the Blue Hall they experienced the effects of the Blue Aura, causing them to roll Wisdom to defend against attacks. After fighting a group of enemies there, the Wizzrobe's overlord gave up on the waiting game and decided to open the way to him.
In the room, they discovered an illusion of Hal standing there. After a brief discussion the Wizzrobe's overlord, Phantasm, materialized into the room and challenged the party of adventures to a battle. The team of explorers duked it out with Phantasm and Hal's illusion. The battle was intense, with Hal's illusion dishing out serious damage before it finally fell to a flurry of sharp blades and body slamming. Just as Windstrike groaned about Phantasm's broken ability, Kirran pulled out his Rokan's Lance that simply bypassed it and managed to net the party a win without needing to nerf it.
With everybody gaining a sizable reward, including a generous 200 EXP, for beating Phantasm. Phantasm phases out of the dungeon, but still alive and kicking. During his defeat sequence he mentioned Dethl, the evil agent behind the Nightmares, and reveals that, through implication, that he is indeed a Nightmare and he has plans for something big. <Dex> Door?
<Red_Enrics> Agreed
<Dex> WHATS BEHIND DOOR NUMBER THE ONLY DOOR HERE
* Baegba rolls back over to the door
<Red_Enrics> 38h 12m | Somewhat less annoyed
* DM is prepared to load the next room
<Dex> Should we knock/
* Red_Enrics heads to the next room
<DM> @Red_Enrics: *Congratulations! You bump into the door because you forgot to open it.*
<Dex> Be polite. Knock first.
<Dex> Ring the doorbell.
[...]
* Robed_Figure flees through the North Door
<Red_Enrics> OBJECTION
<Red_Enrics> YOU DIDN'T OPEN IT
* Robed_Figure just bumps right into the door, forgetting to open it. Idiot
* Robed_Figure just bumps right into the door, forgetting to open it. Idiot
<Dex> JUMP HIM LADS!
*Dex jumps the figure.
* Robed_Figure opens the door and flees through
<DM> (To catch him, roll Courage vs Courage)
<Dex> $37d10
<Tatl> Dex: You rolled 37 Dice with 10 Sides. Result: 10, 1, 1, 9, 6, 7, 10, 4, 7, 7, 2, 5, 6, 9, 9, 8, 2, 10, 5, 7, 4, 1, 1, 3, 10, 4, 1, 10, 7, 7, 4, 3, 9, 6, 3, 4 and 9. Total: 211. Successes: 27.
<Red_Enrics> $49d10
<Tatl> Red_Enrics: You rolled 49 Dice with 10 Sides. Result: 5, 6, 2, 3, 10, 6, 9, 2, 9, 4, 6, 8, 3, 9, 8, 6, 6, 1, 8, 9, 2, 10, 5, 3, 6, 7, 6, 7, 6, 8, 7, 5, 7, 1, 9, 4, 2, 9, 6, 6, 10, 3, 10, 8, 10, 8, 8, 3 and 2. Total: 298. Successes: 40.
<Robed_Figure> $30d10
<Tatl> Robed_Figure: You rolled 30 Dice with 10 Sides. Result: 6, 5, 10, 8, 10, 1, 8, 9, 3, 2, 9, 5, 6, 3, 2, 8, 5, 4, 10, 9, 4, 1, 5, 7, 7, 4, 7, 9, 5 and 1. Total: 173. Successes: 23.
* Red_Enrics tackles the Robed_Figure
* Robed_Figure gets tackled by Dex and Red_Enrics
<Robed_Figure> Erugh!
[...]
* Robed_Figure attempts to escape
<Robed_Figure> (Roll Wisdom!)
<Robed_Figure> $30d10
<Tatl> Robed_Figure: You rolled 30 Dice with 10 Sides. Result: 9, 8, 7, 2, 5, 8, 5, 10, 7, 7, 9, 7, 7, 4, 9, 1, 8, 3, 2, 9, 5, 6, 10, 6, 10, 1, 10, 2, 9 and 3. Total: 189. Successes: 26.
<Red_Enrics> $28d10
<Tatl> Red_Enrics: You rolled 28 Dice with 10 Sides. Result: 3, 3, 2, 3, 1, 7, 3, 3, 7, 9, 2, 1, 9, 1, 8, 1, 2, 2, 5, 9, 2, 8, 8, 7, 8, 2, 10 and 1. Total: 127. Successes: 13.
<Dex> $28d10
<Tatl> Dex: You rolled 28 Dice with 10 Sides. Result: 3, 4, 6, 1, 4, 2, 5, 1, 5, 10, 1, 8, 6, 10, 10, 6, 2, 4, 6, 1, 2, 2, 5, 2, 10, 9, 2 and 4. Total: 131. Successes: 17.
<Baegba> (Everyone has to roll?)
<Robed_Figure> (Yes)
<Robed_Figure> (Oh dear)
<Baegba> $40d10
<Tatl> Baegba: You rolled 40 Dice with 10 Sides. Result: 6, 1, 7, 4, 3, 4, 4, 6, 9, 6, 3, 9, 3, 5, 6, 2, 1, 3, 3, 1, 1, 9, 7, 7, 6, 8, 5, 4, 6, 2, 3, 9, 5, 10, 1, 3, 9, 1, 1 and 2. Total: 185. Successes: 20.
<Baegba> LORD DARTE SAVE US
* Darte blinks and taps his foot in irritation. "I'm not the one dashing into trouble, here."
<Darte> $30d10
<Tatl> Darte: You rolled 30 Dice with 10 Sides. Result: 9, 1, 10, 6, 7, 3, 9, 7, 8, 4, 6, 9, 4, 3, 4, 6, 10, 10, 8, 10, 6, 8, 3, 6, 5, 9, 5, 4, 9 and 3. Total: 192. Successes: 25.
<Baegba> GOOD ENOUGH
<Dex> not really the robed dude got 26
* Robed_Figure successfuly escapes into the North room.
* Red_Enrics rerolls Baegba
<Baegba> $40d10
<Tatl> Baegba: You rolled 40 Dice with 10 Sides. Result: 2, 1, 8, 5, 6, 8, 5, 9, 4, 1, 8, 4, 4, 8, 2, 3, 3, 8, 1, 10, 6, 9, 6, 1, 1, 2, 8, 1, 10, 7, 5, 1, 10, 7, 2, 6, 7, 6, 7 and 7. Total: 209. Successes: 27.
* Robed_Figure is blocked instead
<Robed_Figure> ... * Baegba attempts to Power Punch the Robed_Figure? (Roll Power?)
<Robed_Figure> $30d10
<Tatl> Robed_Figure: You rolled 30 Dice with 10 Sides. Result: 9, 9, 5, 8, 8, 9, 10, 1, 8, 7, 7, 10, 7, 3, 5, 2, 1, 5, 1, 3, 1, 5, 3, 4, 1, 10, 9, 10, 3 and 3. Total: 167. Successes: 22.
<Baegba> $54d10
<Tatl> Baegba: You rolled 54 Dice with 10 Sides. Total: 287. Successes: 35.
<DM> (I am so killing you all for this)
<Darte> (if you didn't want arbitrary actions, maybe you should've popped a $init)
<DM> (True)
<DM> (Everyone roll inits)
<Baegba> 35-22=13-(Whatever else there is)
<Robed_Figure> 7h ??m
<Baegba> $init 1d10
<Tatl> Baegba: Your initiative roll has been entered. You rolled: 3.
<Robed_Figure> $init 1d10
<Tatl> Robed_Figure: Your initiative roll has been entered. You rolled: 5.
<Red_Enrics> (Back)
<Chaos_Elemental> $init 1d10
<Tatl> Chaos_Elemental: Your initiative roll has been entered. You rolled: 5.
<Red_Enrics> $init 1d10
<Tatl> Red_Enrics: Your initiative roll has been entered. You rolled: 6.
<Dex> technically hes not a robed figure now
<Dex> since i stripped him naked
<Dex> $init1d11
* Robed_Figure is now known as Phantasm_Wizzrobe
<Dex> $init 1d11
<Tatl> Dex: Your initiative roll has been entered. You rolled: 8.
<Phantasm_Wizzrobe> $init 1d10
<Tatl> Phantasm_Wizzrobe: Your initiative roll has been entered. You rolled: 4.
<Baegba> 18h, 20m | Loss of 5 C and 5 W
<Darte> $init 1d11
<Tatl>Darte: Your initiative roll has been entered. You rolled: 10.
<Darte> "This is why hanging back and observing is so useful. Watch and learn, boys."
<White_Bubble1> $init 1d10
<Tatl> White_Bubble1: Your initiative roll has been entered. You rolled: 7.
<White_Bubble2> $init 1d10
<Tatl> White_Bubble2: Your initiative roll has been entered. You rolled: 3.
<DM> $init s
<Tatl> The battle has begun!
<Tatl> ROUND 1: Darte (10), Dex (8), White_Bubble1 (7), Red_Enrics (6), Robed_Figure (5), Chaos_Elemental (5), Phantasm_Wizzrobe (4), Baegba (3) and White_Bubble2 (3).
<DM> (Refresh, enemy stats)
<DM> (and yes, you did just catch the boss)
<DM> (The stupid thing was supposed to escape) < DM> (He WAS the boss)
< Red_Enrics> 43 - 23 = 20 Damage
< Baegba> (WAS)
< Red_Enrics> http://www.youtube.com/watch?v=GNEct02JVmU
< Baegba> (But now he is just a joke.)
< Red_Enrics> Tackle Count: 3
< DM> (Up until you all killed him)
< DM> (Had he escaped, he would've kicked your butts)
< Baegba> (Achievement get?)
< Dex> He'd have kicked our butts while naked?
< DM> (Yes you get a freaking achievement)
< DM> (You will see when you enter a room)
< Red_Enrics> (No, I get an achievement called "The Crushinator")
< DM> (...Now I feel how Wind felt when Dhoo and Sandor decided to bomb Clock Town)
< Dex> A SOLID PLAN IF EVER THERE WAS ONE
< Baegba> (Achievement get: Defeat the boss in the first battle of the session!)
* Phantasm_Wizzrobe is phased out of existance
< Red_Enrics> (Achievement Get: Defeating a boss by tackling them.)
<Phantasm_Wizzrobe> *However, it's items phase through the walls*
< Dex> Welp that's this place fixed. Let's mop up this trash mob and go home.
< Red_Enrics> (Achievement Get: Defeating a gym leader/boss by only using tackle.)
< DM> *The South door becomes locked by a magical force
< DM> *You all hear a voice from around you*
< DM> *Do you think you have cleared the dungeon this easily?*
< Red_Enrics> Nope.
< Dex> Yes?
< Red_Enrics> Son, I am disappoint
< Red_Enrics> Nop
< Red_Enrics> I just found it hilarious to kill something by tackling it
< Red_Enrics> $turns
< Tatl> ROUND 1: Darte (10), Dex (8), Red_Enrics (6), Robed_Figure (5), Chaos_Elemental (5), Phantasm_Wizzrobe (4), Baegba (3) and White_Bubble2 (3).
< DM> "The only way to escape is to clear the dungeon and defeat me, the wizzrobe's overlord"
< Red_Enrics> Cool
< Dex> OH COME OOON.
< Dex> WE BEAT THE THING!
< Red_Enrics> Dex, think about it, most dungeons we're in last forever.
< Red_Enrics> How did you not expect this?
< Red_Enrics> Clearly, he is drunk
< Red_Enrics> Just like you
< DM> "I wouldn't have done that if it weren't for you and your meddling teammates to kill off my servant so easily"
< Dex> Let's just finish this fight and burn the place down on the way out. * Darte Casts another PSI Blast at the White_Bubble1 immediately following the first!
- * White_Bubble1 shatters instantly
* Phantasm_Wizzrobe is phased out of existance
* White_Bubble2 tackles Baegba
- * Baegba dies upon impact
* Darte inhales and forces out another PSI Blast toward White_Bubble2!
- * White_Bubble2 is smashed into tiny skull pieces
Entrance room:
*You enter a room that is roughly 30 feet in length and 20 feet wide. Not much distinguishes this room other than a triforce made up of stone slabs on the floor in the middle of the room. Unusually, the colours of the triforce slabs are blood red, emerald green and sky blue respectively going in a clockwise patten going from the top. The rest of the room is coloured dull grey, as if the brickwork on the walls and tiles on the floor had lost their colour. Several burning torches are perched on the side walls, illuminating the room. There are doors on the north and south walls. A series of grey pots and vases are arranged in front of the north wall*
Central Room:
*You enter a 40 foot square room, dull grey for the most part very much like the previous room. However, the room is lit up by coloured flames on three podiums arranged in a triad pointing north with their flames being coloured in the same formation as the triforce marking in the entrance room. On the ground between the torches lies an inverted triforce marking, this time completely white. In the middle of the inverted triforce marking stands a completely white robed figure with a Wizzrobe Wand in it's hands, seeming to absorb the coloured light emitted from the flames. There are doors on the North, South and West walls.*
Red Hallway: *You enter a narrow-ish hallway, roughly 40 feet long and 20 feet wide. The room appears to be completely coloured blood red except certain places below the overhang and around the pillar standing towards the north end of the room and rising above said overhang. These areas are seemingly defined by where a red phantasmagorial sphere floating over the top of the pillar would light up if it was a light. Doors can be seen on the North, South and West walls, with the West door located towards the North wall and under the overhang and the North wall locked by some mysterious force*
*The overhang hangs at about 8 feet above the floor and covers the first 5 feet from each of the side walls. There are three 2 foot wide bridges connecting the two sides places at about equal distances from the north and south walls and between them. There are two ladders on either end of the room, each one leading to either the east or west areas of the overhang. The roof hangs at about 17 feet over the overhang*
*Anything that is not black that so much even ventures into the red area instantly become coloured blood red.*
- Enemies:
*However, a glowing pink being (Chaos Elemental) can be seen on the northernmost overhang "bridge", with it and the overhang it stands on seemingly unaffected by the redness, though the redness returns to the overhang when the being moves to somewhere else. Also can be seen in the room is a flying skull wreathed in flames (Bubble), which are dyed completely red in the room.*
- Switch (Revealed when the Red aura is removed from it):
*A large cyan pressure plate can be seen on the toadstool which the aura floated (is floating) above.*
Green Hallway: *You enter a large-ish L-shaped hallway, roughly 50 feet square with the bottom right corner cut out. The room appears to be mostly coloured emerald green, defined where the Green Aura can touch. The Green Aura is positioned on a pillar towards the top left corner and above the overhang. There are doors located on the South and East walls, each on their respective ends*
*The overhang hangs at about 8 feet above the floor and covers the majority of the room, being about 30 feet square if part of it weren't cut out with the bottom right corner. Four flights of stairs allow access to on top the overhang, each starting about 5 feet away from the South or East walls respectively. There is a hole in the overhang that covers a 3 feet square around the pillar*
Enemies:
*A Bubble can be seen flying above the overhang and you can hear a gurgling noise from somewhere in the room (Zol)*
Switch (Revealed when the green aura is removed from it):
*A large purple button can be seen on the West wall in the Northwest corner.*
Blue Hallway: *You enter a narrow-ish hallway, roughly 40 feet long and 20 feet wide. The room appears to be completely coloured sky blue except certain places below the overhang and around the pillar standing towards the West end of the room and rising above said overhang. These areas are seemingly defined by where a blue phantasmagorial sphere floating over the top of the pillar would light up if it was a light. Doors can be seen on the North and East walls, with the North door located towards the West wall*
*The overhang hangs at about 10 feet above the floor and covers everywhere in the room that is beyond the outer 5 feet from the walls minus a 3 foot square surrounding the pillar and a small "keyhole"-shaped hole towards the East end of the room, supported by 1 foot thick legs placed at all four corners on the oustide the overhang and smaller 6 inch thick pillars for the inner corners. There is a single ladder located in the narrow end of the "keyhole" hole which leads up to on top of the overhang. The roof hangs at about 15 feet over the overhang*
*Anything that is not black that so much even ventures into the blue area instantly become coloured sky blue.*
Enemies:
*However, a glowing pink being (Chaos Elemental) can be seen standing just in front of the ladder, with the glow temporarily erasing the blue colour imposed by this room.*
- Switch (Revealed when the Blue aura is removed from it):
*You can see large Yellow pressure plate on the floor behind the ladder.*
When any switch is pressed:
*You can hear magical noises echoing from the Red Hallway.*
When all three switches are pressed:
*You can hear a click followed by a low rumble echo from the Red Hallway.*
??? Room: *You enter a large room, about 60 feet square and 15 feet high. The room is mainly featureless, but the three aura you saw from before are all floating up in the air in the room together, coloring the room and anything in it that is not black completely white. In the center of the room stands an altar with a completely black flame, seeming to consume the white around it, blazing on it. Torches stand on the ground around the altar, lighting up the room. There is the door to the south, where you came from. However, it seems to be locked by a strange force, not unlike the auras that change the colour.*
RE: 3/7/2014 - Phantasm Hall - Orithan - 03-07-2014
Been delayed to tomorrow. See the event for details.
RE: 3/7/2014 - Phantasm Hall - Orithan - 03-08-2014
Quest Map: http://i.imgur.com/6XJf4jH.png
Enemies:
[enemy Power=43 Courage=51 Wisdom=13 Hearts=10/10 Magic=0/8]
Origin: ZURPG.
Bubbles are flaming skulls that aimlessly fly around a certain area until they catch sight of enemies. While they have almost no awareness, the flames protect them from magical damage and they are able to curse their enemies on contact. These bubbles have white flames which can change colour over the course of the battle. Fire (Level: 3)
Shadow (Level: 3)
- Bubble is covered in flames, protecting magic attacks and burning anyone who attacks it in melee.
- While active, Bubble is immune to spell damage.
- Anyone who makes physical contact with Bubble takes 4 Burn damage (Neutral).
Cursed Flames is deactivated for 2 rounds when Bubble is hit by a spell attack.
- For each point of Burn damage (Neutral) an enemy takes from this Bubble, it heals 1 Magic.
- Bubble's Magic counter can not be modified in any way other than Magic Burner or Flame Recovery
- Level 10 and Fire (Level: 1)
- Costs maximum Magic to activate.
- Bubble, when at maximum Magic, can immediately restore it's Cursed Flames after being extinguished by a spell attack.
- Bubble charges into one target, cursing them if it hits.
- Roll your Courage +4 dice vs. targets' Courage dice / Damage is halved.
- If successful, the target gets the Coloured Curse Affliction:
- If Bubble is white, the target loses 7 dice to all stats.
- If Bubble is red, the target can not use any weapons, skills or spells that use Power as the attacking stat.
- If Bubble is green, the target can not use any weapons, skills or spells that use Courage as the attacking stat.
- If Bubble is blue, the target can not use any weapons, skills or spells that use Wisdom as the attacking stat.
Coloured Curse lasts until the end of your turn 2 rounds later.
- Bubble can change its colour of it's flames during it's turn. This doesn't consume an action.
- It can change it's colour to Red, Green, Blue or White.
Origin: ZURPG
A relative to the garden-variety Zol, this Zol is completely made of clear gelatin that has no outline, making it very difficult to see.
- When Zol dies, it splits into two Gel.
- Gels’ turns are tacked on to the end of the turn order.
- When both Gel die, players only get experience from the Zol.
Origin: ZURPG
Yo dawg, we heard you like Gel, so we put Gel in your Zol so you can Zol while you Gel. You gelly?
- Clear Gel consists of just clear gel that has no outline, making it nearly impossible to find before initiating battle.
- Clear Gel can not be revealed outside battle until you bump into it.
- Gel attacks a target with its light but quick hop attack.
- Roll your Courage dice vs. targets' Courage dice / Damage is halved
- Clear Zol consists of just clear gel that has no outline, making it nearly impossible to find before initiating battle.
- Clear Zol can not be revealed outside battle until you bump into it.
- Here comes the sun blob! Zol jumps on a target, dealing massive damage.
- Roll your Power +3 dice vs. targets' Courage dice / Damage increased by 3
- If the attack is successful, the target is squashed into the ground until the weight of Zol:
- At the start of target's turns, target can roll Power against the original successes of the attack.
- If he's successful, he's able to throw Zol, dealing neutral damage equal to the difference in successes.
Until then, target cannot do anything while crushed by Zol. He is also protected by the Zol from all attacks.
If the target is under the Zol for three rounds without being able to escape, he's engulfed by the Zol and killed instantly.
- Requires Arcane (Level: 1)
- Costs 4 Magic
- Give someone the Damage Recovery Buff:
- When the target takes damage, he recovers Magic equal to half of the damage taken.
- Damage Recovery can only be used in battle.
Damage Recovery lasts until the target is attacked once.
Origin: Terraria.
Spirits of the hallows, these phantasmagorial beings take on a humanoid form that is roughly the same size as an adult Hylian. They glow pink, overpowering any known light and coloured aura in their immediate proximity, and are known for teleporting around in combat.
- When Chaos Elemental dies, it drops it's equipped items along with a Level 20 Light Scroll, replacing the random item drop.
[box=Level 20 Light Scroll][list]
[*]A scroll with letters that shine brightly, even in the darkness. Choose one of the two below from the [url=http://zurpg.sephiroth.ws/thread-352.html]Scroll List[/url].[list]
[*]It can give you a [i]Level 20[/i] [Light] [b]Bonus[/b] to an item.
[*]It can teach you a [i]Level 20[/i] [Light] [b]Spell[/b].[/list]
[*]Once this scroll is used, it disappears in a flash of light, illuminating the area for a few seconds.[/list][/box]
[box=Illuminant Robe (Robe)][list]
[*][Level=20]
[*]Costs [Magic]2[/Magic] at the start of each round to maintain.
[*]A blue robe normally worn by Chaos Elementals that provides a pink light when activated.[list]
[*]This pink light suppresses any color induced by [Magic], [u]Status Effects[/u] or aura on both the wearer and the area in an arms-length radius around the wearer.
[*]If you have any effects or [u]Status Effects[/u] that lower your dice when attacking, you gain 3 dice when attacking.[list]
[*]This lasts until the effects causing those dice penalties are gone.[/list]
[*]If you have any effects or [u]Status Effects[/u] that lower your dice when defending, you gain 3 dice when defending.[list]
[*]This lasts until the effects causing those dice penalties are gone.[/list][/list][/list][/box]
[box=Rod of Discord (Tool)][list]
[*][Level=20]
[*]Costs [Hearts]3[/Hearts] per teleport.
[*]A pink rod imbued with a strange aura that causes it to glow pink and has a large gem set in the top of it. It can fire a pink ball of energy that teleports you to where it hits.[list]
[*]You can not teleport into spaces where you can not fit into and swing this rod properly again.
[*]You can also not teleport to somewhere that is more than 10 feet above or below you and more than 50 feet around you.[/list]
[*]When used in battle, you can use it to teleport behind an enemy:[list]
[*][dice type-a=Wisdom amount-a=+4 type-b=Wisdom] / Deals no damage[list]
[*]If successful, you can then immediately follow up with any attack. This attack ignores damage reduction.[list]
[*]If this attack is unsuccessful, the target gets an automatic counterattack.[/list][/list][/list][/list][/box]
- When damage is taken, Chaos Elemental can expend 1 Magic for any 1 Heart lost in its place.
- Level 20 and Light (Level: 5).
- When Chaos Elemental successfully teleports behind an enemy in combat, it heals Hearts equal to it's total affinity levels.
- Requires Level 10 and Light (Level: 2)
- Chaos Elemental strikes the target with a punch enchanted with hallowed energy that can deal extra damage later.
- Roll your Courage +3 dice vs. targets' Courage dice / Damage is halved.
- The punch leaves a glowing afterimage that makes no sense and strikes the target at the end of their next turn. This ignores damage reduction.
- The target rolls Wisdom against the original successes of the attack. Damage caused is halved.
- Level 20 and Light (Level: 4)
- Chaos Elemental jumps onto a target, bouncing off their head and reducing their agility and brainpower
- Roll your Courage dice vs. targets' Courage dice / Damage is halved
- If successful, the target loses 4 Courage and 2 Wisdom dice.
- This stacks indefinitely.
- Level 20 and Light (Level: 4).
- Costs 5 Magic.
- Chaos Elemental sends numerous glowing chains made of Light Magic at a target, binding them.
- Roll your Wisdom +4 dice vs. targets' Power dice / Deals no damage.
- If successful, the target is bound in a series of glowing chains and unable to do anything, even defend.
- At the start of each of their turns, the target can roll either Power or Courage against the original successes of the attack.
- If successful, the target automatically breaks out of the chains.
- If unsuccessful, the chain takes damage equal to half of their successes and the target takes neutral damage equal to half the difference in successes.
The chains absorb any damage the target would take from attacks.
If the chains break as the result of the attack, the rest of the damage goes to the target as neutral damage.
The chains has Hearts equal to the original successes of the attack.
- Level 10 and Light (Level: 2)
- Costs 4 Magic to cast.
- Chaos Elemental shrouds an ally or enemy in a veil of glowing-pink light magic that heals itself when it is dispelled based on how much damage the target took during that time.
- Give an ally or an enemy the Luminescent Veil Status Effect:
- When the target takes damage, the Hearts the target loses are absorbed into the veil, which glows brighter for each Heart absorbed. The veil suppresses any colour induced by Magic or aura.
- When it is dispelled, you heal Hearts equal to half the amount of damage the target has taken.
Luminescent Veil lasts until the target dies or takes an Affliction.
- Level 20
- Costs 2 Magic at the start of each round to maintain.
- A blue robe normally worn by Chaos Elementals that provides a pink light when activated.
- This pink light suppresses any color induced by Magic, Status Effects or aura on both the wearer and the area in an arms-length radius around the wearer.
- If you have any effects or Status Effects that lower your dice when attacking, you gain 3 dice when attacking.
- This lasts until the effects causing those dice penalties are gone.
If you have any effects or Status Effects that lower your dice when defending, you gain 3 dice when defending.
This lasts until the effects causing those dice penalties are gone.
- Level 20
- Costs 3 Hearts per teleport.
- A pink rod imbued with a strange aura that causes it to glow pink and has a large gem set in the top of it. It can fire a pink ball of energy that teleports you to where it hits.
- You can not teleport into spaces where you can not fit into and swing this rod properly again.
- You can also not teleport to somewhere that is more than 10 feet above or below you and more than 50 feet around you.
When used in battle, you can use it to teleport behind an enemy:
Roll your Wisdom +4 dice vs. targets' Wisdom dice / Deals no damage
If successful, you can then immediately follow up with any attack. This attack ignores damage reduction.
If this attack is unsuccessful, the target gets an automatic counterattack.
Origin: ZURPG.
A mysterious, phantasmagorical force that paints everything it touches sky blue. It seems to be tied to the appearance of the Phantasm Wizzrobe
- Blue Aura emits a blue energy from it that colours everything it touches sky blue for the duration it is touching it.
- Anyone who is under the influence of Blue Aura, including itself, have their defending stat overridden by Wisdom.
- This excludes 'defending' against Escape.
- Red Aura and Green Aura are exempt from this effect.
- Blue Aura is immune to physical damage. No amount of physical force can defeat it.
- And yes, this includes any form of Poke.
[enemy Power=30 Courage=30 Wisdom=30 Hearts=25/25 Magic=35/35]
Origin: ZURPG.
A completely white wizzrobe that seems to have absorbed some of the essence of colour from the dungeon around it. It appears to have been an ordinary adventurer at one stage before. Fire (Level: 3)
Nature (Level: 3)
Water (Level: 3)
- Phantasm Wizzrobe changes stats depending on what colour it is.
- If it's colour changes to red, it transfers 15 dice from its Courage and Wisdom stats to its Power stat and all it's affinity levels are converted to Fire.
- If it's colour changes to green, it transfers 15 dice from it's Power and Wisdom stats to it's Courage stat and all of it's affinities are converted to Nature.
- If it's colour is changed to blue, it transfers dice from it's 15 Power and Courage stats to it's Wisdom stat and all of it's affinities are converted to Water.
- If it's colour is reset to white, it's stats and affinities are reset to their normal states.
- If you are poked in any way, shape or form, you get an automatic counterattack.
- Phantasm Wizzrobe emits an almost phantasmagorical aura that changes depending on what colour it is.
- If it is blood red, everyone in the battle gains 7 Power dice while attacking and melee attacks cause 4 extra damage.
- If it is emerald green, everyone in the battle gains 7 Courage dice while attacking and gain 4 successes while using ranged physical attacks.
- If it is sky blue, everyone in the battle gains 7 Wisdom dice while attacking and all Magic costs are reduced by 3 (minimum cost of 1).
- If it is white, everyone restores 7 Hearts at the start of each round.
- Costs 5 Magic.
- Phantasm Wizzrobe fires a pulse of magic at one target that changes effects depending on what colour it is. This ignores damage reduction.
- If it is red, Roll your Power dice vs. targets' Power dice and gives the target the Burning Red Affliction if the attack is successful:
- At the start of each round, the target takes 5 Burn damage (Neutral).
- The target is also coloured blood red and gains the effects that Red Aura grants it.
- This overrides the effects of Green Aura and Blue Aura.
Burning Red lasts until the target is afflicted by Shocking Green or Freezing Blue, which override it.
If it is green, Roll your Courage dice vs. targets' Courage dice and gives the target the Shocking Green Affliction if the attack is successful:
The target loses 3 damage reduction.
The target is also coloured emerald green and gains the effects that Green Aura grants it.
This overrides the effects of Red Aura and Blue Aura.
Shocking Green lasts until the target is afflicted by Burning Red or Freezing Blue, which override it.
If it is blue, Roll your Wisdom dice vs. targets' Wisdom dice and gives the target the Freezing Blue Affliction if it is successful:
The target loses 5 successes when attacking and defending.
The target is also coloured sky blue and gains the effects that Blue Aura grants it.
This overrides the effects of Red Aura and Green Aura.
Freezing Blue lasts until the target is afflicted by Burning Red or Shocking Green, which override it.
- Poke a target, automatically inflicting 1 Neutral damage.
- Requires Fire (Level: 1)
- Costs 3 Magic
- A gentle flame graces a target, removing an Affliction.
- As a result of an affliction being removed, the target takes 2 burn damage (neutral).
- Level 20 and Nature (Level: 3)
- Costs 4 Magic
- Heal any target by 9 Hearts.
- Requires Water (Level: 1)
- Costs 4 Magic
- Give an ally the Bounce Buff:
- The next time the target successfully defends against a spell, that spell is bounced back at the caster as if the target casted it.
- Bounce does not work on charge-up spells
- Bounce does not require your ally to repay the cost.
- It may be small, but it still packs a punch! Can Whack or Power Shot a target.
- Whack!:
- Roll your Power dice vs. targets' Power dice / Damage increased by 1
Power Shot:
Roll your Power -2 dice vs. targets' Power dice / Damage increased by 1
If the attack is successful, target gets the Slight Tremors Affliction:
Slight tremors rumble through the target, lowering the target's strength.
Target's Power is reduced by 2, and any items he can wield by hand have increased Power requirements by 4.
This stacks infinitely.
Slight Tremors lasts for the remainder of the battle.
Searing Flames:
Level 20 and Fire (Level: 5)
The weapon turns ablaze as it moves, setting even the air around it on Fire.
If the weapon's attack is successful, do 3 extra burn damage (neutral).
- A basic yew bow that can shoot arrows.
- The combination of using a bow and arrows is considered Two-Handed.
Arrows fired by this bow can only be counterattacked by range.
Electrocute:
Level 10 and Nature (Level: 3)
Your weapon flows with electricity, lowering the effectiveness of enemy defense.
When you successfully hit a target, target gets the Electrified Affliction:
Target's armor loses 2 damage reduction.
Target's armor cannot have negative damage reduction.
Electrified lasts for the remainder of the battle.
- Requires a bow to shoot.
- A wooden arrow with a red metal tip shaped like a heart set in the tip. Can hit one target.
- Roll your Courage +4 dice vs. targets' Courage dice.
- If the attack is successful, siphon 1 Heart from the target.
- 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
Sweeping:
Level 10 and Water (Level: 3)
If this weapon's attack is successful, you get the Uplifting Currents Buff:
Your next defensive roll is increased by 3 dice.
Uplifting Currents lasts until the end of your turn one round later.
Quest items:
- Level 10
- Costs 1 Magic to maintain at the start of each round.
- A completely white robe torn from Phantasm Wizzrobe, this can absorb colour to gain some bonuses that the original owner obtained.
- If it is white, you heal 1 Heart at the start of each round.
- If it is red, you gain 1 Power dice.
- If it is green, you gain 1 Courage dice.
- If it is blue, you gain 1 Wisdom dice.
[box=Phantasm Robe (Robe)][list][*][level=10]
[*]Costs [magic]1[/magic] to maintain at the start of each round.
[*]A completely white robe torn from Phantasm Wizzrobe, this can absorb colour to gain some bonuses that the original owner obtained.[list]
[*]If it is white, you heal 1 [Heart] at the start of each round.
[*]If it is red, you gain 1 [Power] dice.
[*]If it is green, you gain 1 [Courage] dice.
[*]If it is blue, you gain 1 [Wisdom] dice.[/list][/list][/box]
- Amount: 1
- A light green liquid that restores your magical powers when you drink it. This isn't actually poison, is it?
- Restore your Magic by 10.
[box=Green Potion][list]
[*][Amount]1[/Amount]
[*]A light green liquid that restores your magical powers when you drink it. This isn't actually poison, is it?[list]
[*]Restore your [Magic] by 10.[/list][/list][/box]
RE: 3/7/2014 - Phantasm Hall - Orithan - 03-22-2014
There is a chance it might be delayed until next Saturday CST (Sunday AEST) because I am having internet issues. Hopefully, I will be able to run it.
RE: 3/7/2014 - Phantasm Hall - Orithan - 03-28-2014
Origin: ZURPG.
What appears to be the very manifestation of phantasm, this bizarre being has the ability to warp the very fabric of space. It is said to have made contact with KEESE AND CO. despite not being enlightened.
Manifestation of Phantasm is denoted in the turn order as Phantasm.
- Phantasm rolls 2d9 for it's init roll.
- Phantasm can choose to use one of it's turns to control Hal (Phantasm) per round.
- Phantasm, if it was to take more than 10 damage from any attack, sends a wave of spacial energy at the attacker that deals neutral damage equal to half the total damage caused.
- If this was the result of combo attack, the wave hits all participants in the attack, with damage caused based on their respective attacks.
- Damage taken from combo and charge attacks is halved.
- The very fabric of space around Phantasm warps around it, slowly crushing enemies and making it harder to hit it.
- Everyone in battle with Phantasm experiences a mysterious force trying to crush their bodies in the inside which gets stronger over time.
- Everyone (except Phantasm) rolls their highest stat vs dice equal to the amount of Magic Phantasm spent to combat the pressure. This is done at the end of each round.
- If they are unsuccessful in defending, they take 2*# neutral damage, where # is equal to the number of the current round.
For every 5 Hearts lost, Phantasm gains 2 success while defending.
This is capped at 30 successes.
This success bonus can not be multiplied or divided in any way possible.
- Costs 10 Magic
- Immediately after being hit by an attack, Phantasm can choose to phase into the wall or floor, evading all attacks until the start of it's next turn.
- When Phantasm is attacked, it can choose to defend against the attack using a special line of protection.
- Roll dice equal to half your current Magic. This replaces your defending roll.
- Afterwards, you expend Magic equal to the successes on that roll.
- Phantasm creates a portal that showers all enemies with a colour aura of it's choice, forcing them to roll different stats when defending. It can choose between Red, Green and Blue.
- Red: Enemies must roll Power for their next defend.
- Green: Enemies must roll Courage for their next defend.
- Blue: Enemies must roll Wisdom for their next defend.
- Phantasm creates a wormhole that warps the space in the area around it so it warps anyone who falls into it to a very different part of the room.
- Only one wormhole can be active at a time, and the current one can not be deactivated while anyone is in it.
- Level 30 and Arcane (Level: 7).
- Costs 20 Magic.
- Using powerful Arcane magic, you create a fairy that can be used to revive an ally to 10 Hearts and 10 Magic.
My mind to your mind. Your mind to my mind. Ours minds are one. Our thoughts are connected.
- Level 30 and Arcane (Level: 5)
- Costs 12 Magic
- You and an ally's minds and abilities merge into a collective conscious (both can still individually control if you want to).
- Both of you share each other's Passive Skills.
- Both of you can automatically Cover each other without taking an action.
- Combination attacks can be done on either of your turns without needing to "hold your turn".
- In other words, you can do combination attacks between you two twice a round, one on each of your turns.
If one of you takes damage, the other loses Hearts equal to the amount of damage taken.
Meld lasts for the remainder of the battle and can be cancelled on either of your turns (for no action cost).
- Level 20 and Arcane (Level: 4)
- Costs 5 Magic.
- You place two barriers over an ally, each one providing adequate protection.
- The first barrier has 8 Hearts which covers the second barrier which has 4 Hearts.
- Each barrier falls after one hit.
- Level 10 and Arcane (Level: 3).
- Costs 6 Magic.
- Give someone the Support Healing Buff:
- At the start of each round, recover Hearts and Magic equal to the total number of support spells the caster has used, inclusive of this spell.
Support Healing lasts for the remainder of the battle or until dispelled. If dispelled, the target loses Hearts and Magic equal to the total amount healed.
- Requires Arcane (Level: 1)
- Costs 4 Magic
- Give someone the Damage Recovery Buff:
- When the target takes damage, he recovers Magic equal to half of the damage taken.
- Damage Recovery can only be used in battle.
Damage Recovery lasts until the target is attacked once.
Origin: Phantasm.
Phantasm's take on Hal's form, based on its recollections during the battle with Conflict. While not perfect, this morph matches the Hadoken's appearence and general abilities... with souped-up equipment and superior stats. Water (Level: 6)
Nature (Level: 2)
- This is a Critical Hit Skill. You may only have one Critical Hit Skill active at a time. All others must be set to (Disabled).
- This does not count towards your Passive Skill cap.
When you are successful in attacking, roll $1d5.
If the result is a 5, multiply the difference in successes by x1.5.
- Level 10
- If your hands are not carrying anything, you can cast an extra spell with no action cost.
- Level 10
- You can attempt to copy an Active Skill that a target has.
- Roll your Wisdom dice vs. targets' Courage dice / Deals no damage
- If the attack is successful, you get the Skill Clone Buff:
- While you have Skill Clone, you temporarily have one Active Skill that the target has.
Skill Clone lasts for the remainder of the battle.
- Requires Level 30 and Water (Level: 5)
- Costs 1 Magic
- A powerful blast of freezing ice is blasted at a target, causing ice to grow on them if successful. This is an Ice (Water sub-type) attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- If successful, the target becomes frosted and loses 5 successes on their next action.
- Level 10 and Nature (Level: 2)
- Costs 4 Magic
- Fire an energy boomerang that hits a target on the initial pass and the return pass.
- Roll your Wisdom +2 dice vs. targets' Courage dice / Damage increased by 1
- The boomerang will come back and hit the target one more time at the end of the next round.
- The return pass uses the original successes of the attack -3.
- Level 20, Fire (Level: 1), Water (Level: 1), Nature (Level: 1), and at least 3 Turns to charge
- Must have at least two of the listed affinities to use this spell.
Costs 6 Magic + 2 Magic for each additional turn
Begin charging by summoning a shining emblem of the Triforce directly in front of you.
As it charges, all three pieces eventually turn to Fire, Water, and Nature colored, respectively.
After three turns of charging, you can continue to charge to increase the successes by +3 for each additional turn you charge.
You can charge up to three additional turns.
Once charged, you can fire a triad of beam of Fire, Water and Nature at a target (roll as one attack).
Roll your Wisdom +3 dice vs. targets' Wisdom dice / Damage increased by 3
If the attack is successful, target gets the Doom Triad Affliction:
Target takes 3 burn damage at the start of each round
Target’s armor has 2 less damage reduction (minimum 1)
Target is frosted and has -5 dice when attacking
Doom Triad lasts for the remainder of the battle and takes two dispels in order for it to be fully dispelled.
- Level 30 and Water (Level: 6)
- A very frigid wand that chills the holder to the bone. It can hit one target with an Icy blast (Water sub-type), though when it fires, it will also hit every target that has an Affliction caused by an Ice attack (Water sub-type).
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- If the attack is successful, target(s) get the Underpower Affliction:
- Target's Power stat is reduced by 6.
- This stacks infinitely.
Underpower lasts for the remainder of the battle.
- Level 20 and at least 20 Maximum Hearts
- An enchanted sword with much power, but it can only be wielded by those of great Heart. It can Slice or Stab a target, or fire a ranged Sword Beam at a target.
- Slice:
- Roll your Courage +4 dice vs. targets' Courage dice / Damage increased by 2
Stab:
Roll your Courage dice vs. targets' Courage dice / Damage increased by 6
If the attack is unsuccessful, target automatically gets to counterattack you.
Sword Beam:
Roll your Courage +8 dice vs. targets' Courage dice / Damage is halved
If the attack is successful, the sword beam drains 4 Magic from the target.
- Level 30 and Water (Level: 5)
- When you equip this large, Two-Handed Ice Slab, roll your Wisdom stat.
- Lower your Wisdom stat by the result of the roll and increase your Power stat by the result of the roll.
- When you unequip this item, all stat changes caused by this item are wiped.
This slab of ice also serves as a giant shield, increasing your roll when defending by 7 dice.
You can whack a target with this slab of ice.
Roll your Power dice vs. targets' Power dice / Damage increased by 6
If the attack is successful, siphon 7 Power from the target.
If the attack is unsuccessful, target siphons 7 Courage from you.
- Level 30, Water (Level: 3) and can only be equipped by Hal Hunter
- Frozen in a cavity of an Ice Layer Shield, this improved Strawberry Shield sports a permanent coating of white ice which is translucent over the pink area. It is much colder to the touch than normal, being able to create an icy barrier in response to blocking a physical attack.
- When defending, your roll is increased by 5 dice.
- Spell damage taken is decreased by 2.
- If you successfully defend against a spell attack, you can expend 5 Magic to create a barrier on yourself.
- The barrier's Hearts are equal to half the successes of the attack you blocked.
- This barrier can absorb up to 4 damage per attack.
The barrier lasts until the end of your turn two rounds later.
If successful in defending against a physical attack, you can expend 5 Magic to create a barrier of ice over you to protect you from attack.
The barrier has Hearts equal to the difference in successes and falls after one hit.
If the attacker hits you and fails to break the barrier with a melee attack, they take Frost Damage (Neutral) equal to your total Water affinity level.
The two barriers can stack over each over, with the damage reduction of the spell barrier taking priority over the ice barrier.
- Level 40
- A mysterious badge that bears the markings of Phantasm. It seems to resonate with some form of aura.
[box=Phantasm Insignia][list][*][level=40]
[*]A mysterious badge that bears the markings of [b]Phantasm[/b]. It seems to resonate with some form of aura.[/list][/box]
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