ZURPG 1.337, DURPG Edition - WindStrike - 04-02-2014
With this update, we bring forth ZURPG's next, definitive edition: Version 1.337! In this update, we're introducing a new universe for ZURPG, which will be completely merged into the current ones like nothing happened...
Introducing...
DOTA Universe Role Playing Game!
Digital Omnivorous Treant Attack
Instead of adding its heroes, we're adding a whole bunch of various abilities, from unbalanced to Fireblast124-level abilities! Enjoy this update while it lasts, because if you don't, you'll be hugged by an army of Ents the next time you wake up. The list of things added below is organized alphabetically per category.
Ents.
ENTS.
Skills (19)
- Requires a broken shield
- Costs # Magic, where # = your total affinity levels
- Throw a broken shield at a target. Why? Screw logic.
- Roll your Courage +4 dice vs. targets' Courage dice / Deals no damage
- If the broken shield hits, it turns into an icon, which floats over the target, giving the target the Amplified Damage Affliction:
- Target takes increased damage from all attacks equal to #, where # = your total affinity levels.
Amplified Damage lasts until the end of your turn one round later.
- Costs 1 Magic
- With a series of grizzly adrenaline rushes, you get a damage increase in melee combat based on your Current Hearts.
- For every 8 Hearts you have, you gain 1 damage on your melee attacks.
This lasts until the end of your turn one round later.
- Level 10 and a bladed weapon
- Strike a target with all your might! ... using a bladed weapon.
- Uses your weapon's standard attack, but damage is halved.
- If the attack is successful by a difference of 10 successes or higher, you flay a portion of the target open, causing target to bleed out... for dinner.
- At the start of each round, target takes 3 bleed damage (neutral).
- Any time someone successfully attacks the target in melee combat, attacker recovers 3 Hearts.
Open Wounds lasts until the end of your turn two rounds later.
- Level 20 and a bladed weapon
- Strike a target with all your might! ... using a bladed weapon.
- Uses your weapon's standard attack, but damage is halved.
- If the attack is successful by a difference of 12 successes or higher, you flay a portion of the target open, causing target to bleed out... for dinner.
- At the start of each round, target takes 4 bleed damage (neutral).
- Any time someone successfully attacks the target in melee combat, attacker recovers 4 Hearts.
Open Wounds lasts until the end of your turn two rounds later.
- Level 30 and a bladed weapon
- Strike a target with all your might! ... using a bladed weapon.
- Uses your weapon's standard attack, but damage is halved.
- If the attack is successful by a difference of 15 successes or higher, you flay a portion of the target open, causing target to bleed out... for dinner.
- At the start of each round, target takes 6 bleed damage (neutral).
- Any time someone successfully attacks the target in melee combat, attacker recovers 6 Hearts.
Open Wounds lasts until the end of your turn two rounds later.
- Costs Magic equal to the total cost of the last Charge-Up move you used
- Arm yourself, but not with a third arm. You are able to reuse the last Charge-Up move you used with only a 1 Turn Charge.
- Any effects acquired by charging additional turns are not included, as this effect alters the base charge time.
- Level 20
- Costs 6 Hearts
- Sacrifice a bit of your blood and sanity, and then stab a target with it.
- Roll your Courage +6 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, target becomes susceptible to death by movement and gets the Ruptured Affliction:
- If target uses any action that results in moving, target loses 6 Hearts.
- If the target successfully escapes from the battle, he bleeds out and loses 12 Hearts.
Ruptured lasts until the end of your turn two rounds later.
- Level 30
- Costs 6 Hearts
- Sacrifice a bit of your blood and sanity, and then stab a target with it.
- Roll your Courage +9 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, target becomes susceptible to death by movement and gets the Ruptured Affliction:
- If target uses any action that results in moving, target loses 8 Hearts.
- If the target successfully escapes from the battle, he bleeds out and loses 16 Hearts.
Ruptured lasts until the end of your turn two rounds later.
- Costs 3 Magic
- Spikes line your armor, giving you the Spiked Carapace Buff. If your armor is already spiky, well now it's even spikier.
- If someone successfully hits you in melee combat, the attacker takes physical damage equal to the damage you took from the attack.
- If you are hit by a ranged attack, the spikes break off of your armor.
- No effects from the attack are applied to the attacker.
Spiked Carapace lasts until the end of your turn one round later.
- Level 10
- Costs 10 Magic
- Give yourself the Time Lapse Buff:
- Note your current status and remember it for later.
- If you are still alive by the start of your next turn, Time Lapse hurls you into a series of time loops which somehow scientifically revives your previous self from when you initially casted Time Lapse.
- The status you noted returns and overwrites your current status. You do not recover the Magic you spent for casting Time Lapse, thought.
Time Lapse lasts until the start of your next turn.
- Costs 2 Magic
- Shout out your favorite beer, or whatever you think warcrying is... just so long as it isn't a tantrum. You and all of your allies (should) become inspired:
- You and your allies gain 1 success when attacking and 1 damage reduction.
- This can only affect you all once per battle. Afterwards, it's just a bunch of crying, you lousy pansies.
Warcry lasts until you stop crying the end of your turn one round later.
- Level 20
- Costs 4 Magic
- Shout out your favorite beer, or whatever you think warcrying is... just so long as it isn't a tantrum. You and all of your allies (should) become inspired:
- You and your allies gain 2 success when attacking and 2 damage reduction.
- This can only affect you all once per battle. Afterwards, it's just a bunch of crying, you lousy pansies.
Warcry lasts until you stop crying the end of your turn one round later.
- Level 10
- Costs 3 Magic
- Use your Magic to amplify your voice, so you can shriek like the most annoying girl you can think of. The resounding wave of painful terror resonates to all of your enemies.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals 2 neutral damage
- If the attack is successful, target(s) hit get the Ow, my ears Affliction:
- For some reason, all forms of target's damage reduction is reduced by 2. We don't know why or how a shriek would do that, but it does.
Wave of Terror lasts until the end of your turn two rounds later.
- Level 30
- Costs 3 Magic
- Use your Magic to amplify your voice, so you can shriek like the most annoying girl you can think of. The resounding wave of painful terror resonates to all of your enemies.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice / Deals 4 neutral damage
- If the attack is successful, target(s) hit get the Ow, my ears Affliction:
- For some reason, all forms of target's damage reduction is reduced by 3. We don't know why or how a shriek would do that, but it does.
Wave of Terror lasts until the end of your turn two rounds later.
- Level 10 and Nature (Level: 2)
- When you successfully hit an enemy with a single-target attack, you inject a toxin into the target's bloodstream, giving him the Explosions FTW Affliction:
- When the target dies, target explodes in a Michael-Bay styled explosion written by Gen Urobuchi, causing blood itself to bleed out from itself and making anime-style bleeding look pale in comparsion. Hits everyone.
- Roll your Power dice vs. targets' Courage dice / Deals # damage
- # = target's Current Hearts prior to the killing blow.
- This attack cannot deal more than 8 damage, excluding damage reduction.
- The explosion also injects the Explosions FTW Affliction into its victims.
Explosions FTW lasts for the remainder of the battle, or until everyone dies spontaneously.
- Your melee attacks siphon the target's will to fight to you. In other words, this is your first step towards acquiring main character powers.
- When you successfully hit someone with a melee attack, you steal 1 Courage from the target.
- This lasts for the remainder of the battle or until you die.
- Level 10 and 10 Base Courage
- Your melee attacks siphon the target's will to fight to you. In other words, this is your first step towards acquiring main character powers.
- When you successfully hit someone with a melee attack, you steal 2 Courage from the target.
- This lasts for the remainder of the battle or until you die.
- Level 20 and 20 Base Courage
- Your melee attacks siphon the target's will to fight to you. In other words, this is your first step towards acquiring main character powers.
- When you successfully hit someone with a melee attack, you steal 3 Courage from the target.
- This lasts for the remainder of the battle or until you die.
- Level 30 and 30 Base Courage
- Your melee attacks siphon the target's will to fight to you. In other words, this is your first step towards acquiring main character powers.
- When you successfully hit someone with a melee attack, you steal 4 Courage from the target.
- This lasts for the remainder of the battle or until you die.
- When you continuously attack the same target, you enter a trance of fury and trancy dance music.
- When you successfully hit a target with a single-target attack, you gain 1 success on your next single-target attack against that target.
- This stacks infinitely.
This bonus is lost if you die, switch targets, or use a multi-hitting attack.
- Level 20
- When you continuously attack the same target, you enter a trance of fury and trancy dance music.
- When you successfully hit a target with a single-target attack, you gain 2 successes on your next single-target attack against that target.
- This stacks infinitely.
This bonus is lost if you die, switch targets, or use a multi-hitting attack.
- Level 10
- Behold! You are a KRAKEN! No you're not, but now you feel kind of like one. Maybe you just feel like the skin of a Kraken. Oh well, enjoy.
- Every time you take 10 damage or more from a single attack (including damage reduction), you can select one Status Effect you have... and eat it.
- You recover Magic equal to the total cost of the Status Effect.
- Level 20
- 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.
Do you have the skills to RNG your way to a victory? If so, when you are successful in attacking, roll $1d4.
If the result is a 4, multiply the difference in successes by x1.5.
If it's not a 4, you have no skills, newb.
- Level 10 and Arcane (Level: 2)
- All of your single-target spells have a chance to cast twice, doubling the effect. However, it increases the costs of all of your spells.
- When you cast a single-target spell, roll $1d4.
- If it is a 4, the spell's damage is increased by #, where # = your total affinity levels.
- Additionally, the numerical values of any Status Effects it causes are doubled, except duration values.
The Magic costs of all of your single-target spells are increased by 2 Magic.
- Level 20 and Arcane (Level: 3)
- All of your single-target spells have a chance to cast twice, doubling the effect. However, it increases the costs of all of your spells.
- When you cast a single-target spell, roll $1d3.
- If it is a 3, the spell's damage is increased by #, where # = your total affinity levels.
- Additionally, the numerical values of any Status Effects it causes are doubled, except duration values.
The Magic costs of all of your single-target spells are increased by 3 Magic.
- Level 30 and Arcane (Level: 4)
- All of your single-target spells have a chance to cast twice, doubling the effect. However, it increases the costs of all of your spells.
- When you cast a single-target spell, roll $1d2.
- If it is a 2, the spell's damage is increased by #, where # = your total affinity levels.
- Additionally, the numerical values of any Status Effects it causes are doubled, except duration values.
The Magic costs of all of your single-target spells are increased by 5 Magic.
- Requires Shadow (Level: 2)
- Your attacks are tinted with poison from a demonic, ethereal realm, known as Master DM's Watchtower. As a result, your attacks deal more damage to targets with less health.
- For every 10 Hearts the target is missing, your attacks to the target gain 1 poison damage (neutral).
- Requires Arcane (Level: 2)
- Your magical energies become rampant, increasing in power as you attack, but increasing in cost.
- Every time you successfully hit someone with a single-target spell, the successes of your spells increases by 2, but the Magic Costs of your spells increases by 1.
- This stacks up to 3 times.
These effects lasts for the remainder of the battle.
- Level 20 and Arcane (Level: 3)
- Your magical energies become rampant, increasing in power as you attack, but increasing in cost.
- Every time you successfully hit someone with a single-target spell, the successes of your spells increases by 4, but the Magic Costs of your spells increases by 2.
- This stacks up to 3 times.
These effects lasts for the remainder of the battle.
- Level 10 and Shadow (Level: 3)
- Every time you kill someone, you become more sadistic, but not to DM levels of being sadistic. You gain a recovery effect.
- At the start of each round, you recover 4 Hearts and 2 Magic.
- If you kill someone while this effect is... in effect, it refreshes the duration.
This effects lasts until the end of your turn two rounds later.
- Level 20 and Shadow (Level: 5)
- Every time you kill someone, you become more sadistic, but not to DM levels of being sadistic. You gain a recovery effect.
- At the start of each round, you recover 6 Hearts and 3 Magic.
- If you kill someone while this effect is... in effect, it refreshes the duration.
This effects lasts until the end of your turn two rounds later.
- Level 30 and Shadow (Level: 7)
- Every time you kill someone, you become more sadistic, but not to DM levels of being sadistic. You gain a recovery effect.
- At the start of each round, you recover 8 Hearts and 4 Magic.
- If you kill someone while this effect is... in effect, it refreshes the duration.
This effects lasts until the end of your turn two rounds later.
- Level 10 and Nature (Level: 3)
- Every time you hit someone with a single-target lightning-based attack (Nature sub-type), a field of static shocks all enemies, automatically inflicting 1 shock damage (neutral) to all of them.
- And go rub yourself against a fluffy carpet. Feel free to use Hal for this use; I'm sure he'll produce a lot of static electricity for no reason at all.
- Level 20 and Nature (Level: 5)
- Every time you hit someone with a single-target lightning-based attack (Nature sub-type), a field of static shocks all enemies, automatically inflicting 2 shock damage (neutral) to all of them.
- And go rub yourself against a fluffy carpet. Feel free to use Hal for this use; I'm sure he'll produce a lot of static electricity for no reason at all.
- Level 30 and Nature (Level: 7)
- Every time you hit someone with a single-target lightning-based attack (Nature sub-type), a field of static shocks all enemies, automatically inflicting 3 shock damage (neutral) to all of them.
- And go rub yourself against a fluffy carpet. Feel free to use Hal for this use; I'm sure he'll produce a lot of static electricity for no reason at all.
Spells (28)
- Level 10 and Shadow (Level: 3)
- Costs 4 Magic
- Open up a vial of poison, acquired from absolutely nowhere. Spray a bunch of acid in the middle of the field, and if applicable, add trippiness and dance music.
- Anyone that crosses the Acid Field (melee attacks) suffers from 3 poison damage (neutral) and takes 2 increased damage from counterattacks.
- Damage taken increase lasts until the end of attacker's turn.
Acid Spray lasts until the end of your turn two rounds later.
- Level 20 and Shadow (Level: 4)
- Costs 4 Magic
- Open up a vial of poison, acquired from absolutely nowhere. Spray a bunch of acid in the middle of the field, and if applicable, add trippiness and dance music.
- Anyone that crosses the Acid Field (melee attacks) suffers from 4 poison damage (neutral) and takes 4 increased damage from counterattacks.
- Damage taken increase lasts until the end of attacker's turn.
Acid Spray lasts until the end of your turn two rounds later.
- Level 30 and Shadow (Level: 5)
- Costs 4 Magic
- Open up a vial of poison, acquired from absolutely nowhere. Spray a bunch of acid in the middle of the field, and if applicable, add trippiness and dance music.
- Anyone that crosses the Acid Field (melee attacks) suffers from 5 poison damage (neutral) and takes 6 increased damage from counterattacks.
- Damage taken increase lasts until the end of attacker's turn.
Acid Spray lasts until the end of your turn two rounds later.
- Level 10 and Shadow (Level: 2)
- Costs 4 Hearts and 4 Magic
- With the power of spite and insanity, you stress your mind severely to feed off of a target's mind.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, siphon Hearts and Magic equal to half of the difference in successes, and target gets the Brain Damaged Affliction:
- Target's Wisdom stat is reduced by 6.
- A target with Brain Damaged is immune to Brain Sap.
Brain Damaged lasts until it is cured.
- Level 10 and Arcane (Level: 2)
- Costs 3 Magic
- Let the silence of the lambs engulf the field- god no. Silence converges on a target, attempting to drown him in a vast empire of silence.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target gets the And then there was silence Affliction:
- At the start of each round, target loses 5 Hearts and 5 Magic.
- If target uses a spell, And then there was silence becomes cleansed.
And then there was silence lasts until the end of your turn three rounds later.
- Level 30 and Arcane (Level: 4)
- Costs 4 Magic
- Let the silence of the lambs engulf the field- god no. Silence converges on a target, attempting to drown him in a vast empire of silence.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target gets the And then there was silence Affliction:
- At the start of each round, target loses 8 Hearts and 8 Magic.
- If target uses a spell, And then there was silence becomes cleansed.
And then there was silence lasts until the end of your turn three rounds later.
- Level 10, Shadow (Level: 1), and Nature (Level: 1)
- Costs 4 Magic
- Drop a poisonous field of decay and dead, zombified bees on all of your enemies.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals 4 Shadow Effect Damage
- If the attack(s) is successful, you sap part of the target's strength away.
- Steal 2 Power and 2 Hearts (Maximum) from the target.
- This stacks infinitely.
- When it stacks, it refreshes the duration for both you and all targets affected.
The effects last until the end of your turn two rounds later.
- Level 30, Shadow (Level: 2), and Nature (Level: 2)
- Costs 4 Magic
- Drop a poisonous field of decay and dead, zombified bees on all of your enemies.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / Deals 6 Shadow Effect Damage
- If the attack(s) is successful, you sap part of the target's strength away.
- Steal 4 Power and 4 Hearts (Maximum) from the target.
- This stacks infinitely.
- When it stacks, it refreshes the duration for both you and all targets affected.
The effects last until the end of your turn two rounds later.
- Level 20 and Arcane (Level: 4)
- Costs 7 Magic
- IN YOUR DREAMS, there is a lot of Magic. No there isn't, you're poor and you have no imagination. The dreams of the many collide in an explosion of Magic, chaining all enemies to hook on the ground.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice / Deals no damage
- If successful, target(s) hit are chained by magical beams to the ground.
- After a target uses an action that requires moving, target takes neutral damage equal to the difference in successes from the initial attack.
- Target then loses 4 dice when attacking or defending.
- This effect lasts for the remainder of the battle.
Magical Chains last until the end of your turn two rounds later.
- Level 20 and Nature (Level: 4)
- Costs 8 Magic
- COME ON AND SLAM the ground, AND WELCOME TO THE JAM! The ground rumbles like its stomach growls, and its forces ripple through the ground, hitting all enemies.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / Damage is halved
- For each successful attack, a secondary shockwave (from each target hit) hits all enemies.
- Roll your Wisdom dice vs. targets' Power dice / Damage is halved
- Level 20 and Shadow (Level: 4)
- Costs Magic equal to your total affinity levels
- Tear off a part of a soul and convert it into a fiend. Then transform the fiend into a LAZAR OF DARKNESS. Then fire said laser at a target as a channeled beam.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / Deals no damage
- If the LAZAR OF DARKNESS is successful, it stays stable as it siphons Hearts and Magic from the target.
- At the start of each round and each of your turns, you siphon # Hearts and Magic from the target, where # = your total affinity levels.
- If you take an action or defend while the beam is channeling, the beam is cancelled.
- Level 10 and Water (Level: 3)
- Costs 5 Magic
- Fire a large-scale blast of ice (Water sub-type) at your enemies. The blast explodes in the midst of them, hitting all enemies.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, target(s) get the Frozen Recovery Affliction:
- At the start of each round, target takes 2 frost damage (neutral).
- Target becomes immune to all forms of recovery.
- If the target is hit by a Fire attack, Frozen Recovery is wiped, but the target takes an extra 4 burn damage (neutral).
Frozen Recovery lasts until the end of your turn two rounds later.
- Level 10 and Arcane (Level: 2)
- Costs 3 Magic
- Tell your last words to a target, and watch as your target doesn't give a crap. So instead, you curse him with your last breath.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals no damage
- If the curse is successful, target gets the Last Word Affliction:
- If the target casts a spell, target takes neutral damage equal to the difference in successes from the original attack and gets the Silenced Affliction:
- Target cannot cast spells.
Silenced lasts until the end of the next respective round.
When Last Word is gone from the target, target will then take the neutral damage and get the Silenced Affliction.
Last Word lasts until the end of your turn two rounds later.
- Level 10 and Nature (Level: 3)
- Costs 5 Magic
- Summon a flurry of seeds... and stab a target with them.
- Roll your Courage +5 dice vs. targets' Courage dice / Deals 5 Nature Effect Damage
- If the seed attack is successful, the seeds implant themselves into the target.
- The next time the target is hit, one of the seeds sprouts, sending multiple beams of scientific energy at you and your allies, causing you all to recover 3 Hearts.
- This lasts for up to 5 attacks.
If the target dies with the seeds still inside the target, target's corpse transforms into a beautiful tree. It then shoots out a nova of random energy at you and your allies, causing you all to recover Magic equal to the number of seeds left in the target * 2.
Seeds last for the remainder of the battle.
- Level 20 and Nature (Level: 4)
- Costs 6 Magic
- Summon a flurry of seeds... and stab a target with them.
- Roll your Courage +7 dice vs. targets' Courage dice / Deals 7 Nature Effect Damage
- If the seed attack is successful, the seeds implant themselves into the target.
- The next time the target is hit, one of the seeds sprouts, sending multiple beams of scientific energy at you and your allies, causing you all to recover 4 Hearts.
- This lasts for up to 5 attacks.
If the target dies with the seeds still inside the target, target's corpse transforms into a beautiful tree. It then shoots out a nova of random energy at you and your allies, causing you all to recover Magic equal to the number of seeds left in the target * 2.
Seeds last for the remainder of the battle.
- Level 30 and Nature (Level: 5)
- Costs 7 Magic
- Summon a flurry of seeds... and stab a target with them.
- Roll your Courage +9 dice vs. targets' Courage dice / Deals 9 Nature Effect Damage
- If the seed attack is successful, the seeds implant themselves into the target.
- The next time the target is hit, one of the seeds sprouts, sending multiple beams of scientific energy at you and your allies, causing you all to recover 5 Hearts.
- This lasts for up to 5 attacks.
If the target dies with the seeds still inside the target, target's corpse transforms into a beautiful tree. It then shoots out a nova of random energy at you and your allies, causing you all to recover Magic equal to the number of seeds left in the target * 2.
Seeds last for the remainder of the battle.
- Level 10, Fire (Level: 1) and Arcane (Level: 1)
- Costs 6 Magic
- Mana? What's that? Is that like Magic in beer form? Ehh, either way, target someone and burn him in his own Magic.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target takes spell damage and loses Magic equal to half of his Base Wisdom stat.
- Requires Arcane (Level: 2)
- Costs 2 Magic
- Target a target's Magic pool, and attempt to poke a hole in target's Magic pool.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals no damage
- If successful, target gets the Mana Leak Affliction, even though it's actually Magic Leak.
- If target uses an action that involves moving, target loses Magic equal to his total affinity levels.
- If the target runs out of Magic, target becomes immobilized and unable to move until Mana Leak is removed.
Mana Leak lasts until the end of your turn three rounds later.
- Level 10 and Arcane (Level: 3)
- Costs 3 Magic
- Select a target. Target's warranty is null and void... as is his Magic. Attack him with anti-science.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target loses Magic equal to the difference in successes.
- Target then takes damage equal to half the difference between target's Current and Maximum Magic.
- Level 10 and Light (Level: 2)
- Costs 4 Magic
- Summon a beam of Light over a target, lazering the target and bypassing Cover.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / Deals no damage
- If the lazer is successful, it fails to do damage like a lazer should, but the target gets the Screwed by spells Affliction:
- Spells gain 4 damage against the target.
- Because the target feels screwed, he also loses 2 successes on all rolls.
Screwed by spells lasts until the end of your turn two rounds later.
- Level 20 and Light (Level: 4)
- Costs 4 Magic
- Summon a beam of Light over a target, lazering the target and bypassing Cover.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice / Deals no damage
- If the lazer is successful, it fails to do damage like a lazer should, but the target gets the Screwed by spells Affliction:
- Spells gain 5 damage against the target.
- Because the target feels screwed, he also loses 3 successes on all rolls.
Screwed by spells lasts until the end of your turn two rounds later.
- Level 30 and Light (Level: 6)
- Costs 4 Magic
- Summon a beam of Light over a target, lazering the target and bypassing Cover.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice / Deals no damage
- If the lazer is successful, it fails to do damage like a lazer should, but the target gets the Screwed by spells Affliction:
- Spells gain 6 damage against the target.
- Because the target feels screwed, he also loses 4 successes on all rolls.
Screwed by spells lasts until the end of your turn two rounds later.
- Level 10 and Light (Level: 3)
- Costs 4 Magic
- With the spirit of thou that shall pierce the heavens, hurl this Lance of Light at a target.
- Roll your Courage +4 dice vs. targets' Courage dice
- If the attack is successful, a spirit version of yourself appears next to the target.
- The spirit version has no defense, and it will automatically die after a single hit.
- If it still exists by the end of the target's next turn, it will be able to attack the target, using anything you have.
- The attack will draw costs from you.
- The attack's damage will be halved, and afterwards, the spirit disappears.
- Level 10 and Nature (Level: 2)
- Costs 2 Magic
- Z-zap a target with a harmless jolt of lightning (Nature sub-type)!
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, you and the target get the Static Link Status Effect:
- At the start of each round, you gain 1 damage on your attacks, and the target loses 1 damage on his attacks.
- This stacks infinitely.
- After three rounds, Static Link breaks, but its effects last for the remainder of the battle.
- If Static Link is dispelled before three rounds is over, the effects are wiped as well.
Static Link lasts for the next three rounds.
- Level 30 and Nature (Level: 4)
- Costs 3 Magic
- Z-zap a target with a harmless jolt of lightning (Nature sub-type)!
- Roll your Wisdom +6 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, you and the target get the Static Link Status Effect:
- At the start of each round, you gain 2 damage on your attacks, and the target loses 2 damage on his attacks.
- This stacks infinitely.
- After three rounds, Static Link breaks, but its effects last for the remainder of the battle.
- If Static Link is dispelled before three rounds is over, the effects are wiped as well.
Static Link lasts for the next three rounds.
- Level 10, Shadow (Level: 1), Light (Level: 1), and Arcane (Level: 1)
- Costs 5 Magic
- Fire your very own soul at a target.
- Roll your Current Magic dice vs. targets' Maximum Magic dice / Deals no damage
- If the attack is successful, a portion of each of your souls is exchanged.
- You gain Current and Maximum Hearts equal to the difference between the target's Current and Maximum Hearts.
- Target gains Current and Maximum Hearts equal to the difference between your Current and Maximum Hearts.
At the end of your turn one round later, the portions of your souls are returned with a backlash.
You lose Current and Maximum Hearts equal to the amount you gained before + the amount of damage the target took while your souls were partially exchanged.
Target loses Current and Maximum Hearts equal to the amount he gained before + the amount of damage you took while your souls were partially exchanged.
- Level 10 and Shadow (Level: 3)
- Costs Hearts equal to the current number of Status Effects you have * 3
- This does not include stacks.
Use your blood to form a dark pact with KEESE AND CO. At the start of the next round, a dark light descends from the sky and hits you, curing you while striking your enemies.
All non-stacking Status Effects on you are wiped.
A shockwave of darkness hits all enemies.
Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals # * 3 spell damage
# = the total number of Status Effects wiped by Dark Pact.
- Level 10 and Nature (Level: 3)
- Costs 2 Magic
- Enchant an ally with the Why is this called a totem? Buff:
- Target becomes confused by the Buff initially, and becomes immune to its effects until the start of the next round.
- Once target realizes how science works, target's next attack gains 4 damage.
Why is this called a totem? lasts until the end of your turn two rounds later or until target's next attack.
- Level 20 and Nature (Level: 4)
- Costs 3 Magic
- Enchant an ally with the Why is this called a totem? Buff:
- Target becomes confused by the Buff initially, and becomes immune to its effects until the start of the next round.
- Once target realizes how science works, target's next attack gains 6 damage.
Why is this called a totem? lasts until the end of your turn two rounds later or until target's next attack.
- Level 30 and Nature (Level: 5)
- Costs 4 Magic
- Enchant an ally with the Why is this called a totem? Buff:
- Target becomes confused by the Buff initially, and becomes immune to its effects until the start of the next round.
- Once target realizes how science works, target's next attack gains 8 damage.
Why is this called a totem? lasts until the end of your turn two rounds later or until target's next attack.
- Level 10 and Fire (Level: 3)
- Costs 5 Magic
- Burning with the passion of Through the Fire and Flames, you gain a shield of Fire, giving you the Flame Guard Buff:
- At the start of each round, all enemies automatically take 2 burn damage (neutral).
- Flame Guard absorbs the next 6 spell damage you take.
- Once it's absorbed a total of 6 spell damage, Flame Guard is automatically dispelled.
Flame Guard lasts until the end of your turn three rounds later.
- Level 30 and Fire (Level: 5)
- Costs 6 Magic
- Burning with the passion of Through the Fire and Flames, you gain a shield of Fire, giving you the Flame Guard Buff:
- At the start of each round, all enemies automatically take 3 burn damage (neutral).
- Flame Guard absorbs the next 10 spell damage you take.
- Once it's absorbed a total of 10 spell damage, Flame Guard is automatically dispelled.
Flame Guard lasts until the end of your turn three rounds later.
- Level 10, Water (Level: 1), and Nature (Level: 1)
- Costs 4 Magic
- Summon a floating, wooden mailbox with a flag attached to it. It provides a green-lookin' aura, not unlike a certain race of pointy-eared, logic-filled potatoes.
- At the start of each round, Healing Ward sends out empty mail to you and your allies, causing you all to recover # Hearts, where # = your total affinity levels.
- Healing Ward automatically dies after taking a single hit. However, it can be covered.
Healing Ward lasts for the remainder of the battle.
- Level 10, Shadow (Level: 1) and Arcane (Level: 1)
- Costs 3 Magic
- Who needs a blade when you have OBLIVION?! Place a metal ward down, filled with dark and mystical energies, corrupted by the power of Master DM.
- Nether Ward dies after one hit from a physical attack, but it's immune to spells.
- Nether Ward can also be covered.
Anytime an enemy casts a spell, he automatically takes spell damage equal to the Magic Cost of the spell.
Nether Ward lasts until the end of your turn two rounds later.
- Requires Shadow (Level: 2)
- Costs 1 Magic
- Summon an acid-green, stationary snake-like creature that's tripping balls and shoots acid at those who don't dance. Or those you hate.
- Plague Ward is summoned using $init j and has 2 Hearts.
- Plague Ward can attack a target by shooting a bolt of acid.
- Roll your Wisdom dice vs. targets' Courage dice / Deals # poison damage (neutral)
- # = the number of Plague Wards there are.
Each Plague Ward counts as a separate target, but they're turns are combined into one turn.
For each Plague Ward there is, their dice when attacking is increased by 1.
Plague Wards last for the remainder of the battle.
- Level 20 and Shadow (Level: 4)
- Costs 2 Magic
- Summon an acid-green, stationary snake-like creature that's tripping balls and shoots acid at those who don't dance. Or those you hate.
- Plague Ward is summoned using $init j and has 5 Hearts.
- Plague Ward can attack a target by shooting a bolt of acid.
- Roll your Wisdom +4 dice vs. targets' Courage dice / Deals # * 2 poison damage (neutral)
- # = the number of Plague Wards there are.
Each Plague Ward counts as a separate target, but they're turns are combined into one turn.
For each Plague Ward there is, their dice when attacking is increased by 2.
Plague Wards last for the remainder of the battle.
- Level 10 and Shadow (Level: 3)
- Costs 5 Magic
- Surround a target with the mystic energies of flashy lights, giving him the Shallow Grave Buff:
- Target's Hearts cannot be reduced below 1 Heart, no matter what.
- However, target becomes immune to all forms of recovery.
- Once target's Hearts are reduced to 1, all damage to the target instead results in siphoning Magic from the target by an equal amount.
Shallow Grave lasts until the end of your turn one round later.
- Level 10, Shadow (Level: 1), and Nature (Level: 1)
- Costs 3 Magic
- Draw a small portion of life energies from everyone in the battle automatically. It's like poking everyone simultaneously... with a touch of death.
- You siphon 1 Hearts from everyone.
- You also recover 1 Heart for each target hit (including youself).
You can only use Soul Rip once per round.
- Level 20, Shadow (Level: 2), and Nature (Level: 2)
- Costs 4 Magic
- Draw a small portion of life energies from everyone in the battle automatically. It's like poking everyone simultaneously... with a touch of death.
- You siphon 1 Hearts from everyone.
- You also recover 2 Heart for each target hit (including youself).
You can only use Soul Rip once per round.
- Level 30, Shadow (Level: 3), and Nature (Level: 3)
- Costs 5 Magic
- Draw a small portion of life energies from everyone in the battle automatically. It's like poking everyone simultaneously... with a touch of death.
- You siphon 1 Hearts from everyone.
- You also recover 3 Heart for each target hit (including youself).
You can only use Soul Rip once per round.
- Requires Arcane (Level: 2)
- Costs 3 Magic
- Fire a channeled beam of wispy Magic at a target.
- While you are tethered to the target, target temporarily receives all of Passive Skills and Buffs.
- If the target already has the same Buff(s), they will stack.
When you recover Hearts and/or Magic, target receives the recovery as well.
If you use an offensive action, an action that makes you move, or defend while the beam is channeling, the beam is cancelled.
- Requires Water (Level: 2)
- Costs 3 Magic
- Can't touch dis. Surround someone with a veil of Water, giving him the Untouchable Buff:
- After someone attacks the target in melee combat, the veil of Water flushes over the attacker, giving him the Slow Attack Affliction:
- Attacker's dice when attacking is reduced by 3.
Slow Attack lasts until the end of your turn one round later.
Untouchable lasts until the end of your turn two rounds later.
- Level 10 and Water (Level: 3)
- Costs 4 Magic
- Can't touch dis. Surround someone with a veil of Water, giving him the Untouchable Buff:
- After someone attacks the target in melee combat, the veil of Water flushes over the attacker, giving him the Slow Attack Affliction:
- Attacker's dice when attacking is reduced by 5.
Slow Attack lasts until the end of your turn one round later.
Untouchable lasts until the end of your turn two rounds later.
- Level 20 and Water (Level: 4)
- Costs 5 Magic
- Can't touch dis. Surround someone with a veil of Water, giving him the Untouchable Buff:
- After someone attacks the target in melee combat, the veil of Water flushes over the attacker, giving him the Slow Attack Affliction:
- Attacker's dice when attacking is reduced by 7.
Slow Attack lasts until the end of your turn one round later.
Untouchable lasts until the end of your turn two rounds later.
- Level 30 and Water (Level: 5)
- Costs 6 Magic
- Can't touch dis. Surround someone with a veil of Water, giving him the Untouchable Buff:
- After someone attacks the target in melee combat, the veil of Water flushes over the attacker, giving him the Slow Attack Affliction:
- Attacker's dice when attacking is reduced by 9.
Slow Attack lasts until the end of your turn one round later.
Untouchable lasts until the end of your turn two rounds later.
- Level 10 and Light (Level: 3)
- Costs 6 Magic
- A weave of lights engulfs the field, causing the Weave Field Effect, affecting everyone's damage reductions for reasons unknown to logic, nor known to man.
- At the start of each round, you and all of your allies gain 1 physical damage reduction.
- At the start of each round, all enemies lose 1 physical damage reduction.
Weave lasts for the next three rounds.
- Level 30 and Light (Level: 6)
- Costs 8 Magic
- A weave of lights engulfs the field, causing the Weave Field Effect, affecting everyone's damage reductions for reasons unknown to logic, nor known to man.
- At the start of each round, you and all of your allies gain 2 physical damage reduction.
- At the start of each round, all enemies lose 2 physical damage reduction.
Weave lasts for the next three rounds.
Items (10)
- A Two-Handed tree branch reinforced with iron that magically gives you stats. Interesting.
- Your Power, Courage, Wisdom, Hearts, and Magic stats are increased by 1.
You can whack someone upside the head with this wicked weapon.
Roll your Courage +5 dice vs. targets' Courage dice / Damage is decreased by 2
If the attack is successful, target's clothes unknowingly ironed, but target receives a decrease in stats.
Target's Power, Courage, Wisdom, Hearts, and Magic stats are decreased by 1.
This effect lasts for the remainder of the battle.
- Level 20 and 25 Power
- A heavier Two-Handed tree branch reinforced with condensed steel that magically gives you stats. Interesting.
- Your Power, Courage, Wisdom, Hearts, and Magic stats are increased by 2.
You can whack someone upside the head with this wicked weapon.
Roll your Courage +6 dice vs. targets' Courage dice
If the attack is successful, target's clothes unknowingly ironed, but target receives a decrease in stats.
Target's Power, Courage, Wisdom, Hearts, and Magic stats are decreased by 2.
This effect lasts for the remainder of the battle.
- A magically imbued stick that gains charges when enemies use spells.
- When an enemy casts a spell, this stick gains 1 Charge, up to a maximum of 10 Charges.
- You can absorb these charges to recover Hearts and Magic equal to the number of charges absorbed.
Whack someone upside the head with this stick.
Roll your Courage +4 dice vs. targets' Courage dice / Damage is halved
If the attack is successful, you and your allies recover 2 Hearts.
- Level 20
- A magically imbued stick that naturally draws in Magic from enemies and gains charges when enemies use spells.
- At the start of each round, automatically siphon 1 Magic from all enemies.
- When an enemy casts a spell, this stick gains 1 Charge, up to a maximum of 10 Charges.
- You can absorb these charges to recover Hearts and Magic equal to the number of charges absorbed * 2.
Whack someone upside the head with this stick.
Roll your Courage +9 dice vs. targets' Courage dice / Damage is halved
If the attack is successful, you and your allies recover 4 Hearts.
Unstable Charge:
You can manually charge with this weapon. As you do, you naturally gain charges.
For each turn you charge, this stick gains 1 Charge.
Anytime anyone casts a spell (not just enemies), this stick gains 1 Charge.
While charging, this stick can gain an infinite amount of Charges.
You can only stop charging on your turn, and if you do, unleash the unstable charges as an explosion that hits all enemies.
Roll your Wisdom dice vs. targets' Wisdom dice
The successes of this attack are increased by the number of Charges on this stick / 2.
For each successful hit, you recover Hearts and Magic equal to the number of Charges on this stick.
All Charges are then used.
- Level 10
- This orb really isn't ultimate, but it helps you out anyways.
- Your Power, Courage, Wisdom, Hearts, and Magic stats are increased by 2.
From this yellow orb of orbyness, you can fire different kinds of beams at targets, all of which deal spell damage.
Power Beam:
Hits one target.
Roll your Power dice vs. targets' Power dice / Damage is increased by 3
Courage Beam:
Hits one target.
Roll your Courage +5 dice vs. targets' Courage dice
Wisdom Beam:
Hits all enemies.
Roll your Wisdom +3 dice vs. targets' Wisdom dice / Damage is halved
- Level 10
- Who needs Dragonhide when you have Dragon's Blood? This beauty of an armor is literally crafted from the sundered, crusty husk of Dragon's Blood! It was originally going to be used for pizza sauce, but then Master DM had dumber ideas.
- Damage taken is reduced by 2
- At the start of each round, you recover 2 Hearts.
- Level 20
- Alas, from the heart of ye guts an' 'eart, I take thee an' wear ye! Yes, this is an armor forged from the blood of a dragon's heart, and you're wearing it. Do you want that pizza sauce yet?
- Damage taken is reduced by 3
- At the start of each round, you recover 3 Hearts.
- Level 30
- Yo dawg, we heard you like dragons, so we put dragons in your dragons so you could be a dragon while you're a dragon! This armor is made from the condensed blood of many dragons... maybe.
- Damage taken is reduced by 4
- At the start of each round, you recover 4 Hearts.
- Requires Shadow (Level: 2)
- A poisonous armor that was painted using Ropes' blood... or Vulcan blood. You would never really know, would you?
- Spell damage taken is reduced by 2
- If you are hit by spell damage, attacker gets the Poisoned Feedback Affliction:
- At the start of each round, target takes 1 poison damage (neutral).
- All of target's successes are reduced by 1.
Poisoned Feedback lasts until the end of your turn two rounds later.
For each target that has the Poisoned Feedback Affliction, you gain 1 damage reduction against spell damage.
- Level 20 and Shadow (Level: 4)
- A safe armor for the user... but deadly to anyone that dares attack it. It erodes attacks that hit it and fires feedback pulses to the attackers.
- Spell damage taken is reduced by 3
- If you are hit by a physical attack, half of the damage is applied initially. The second half of the damage gets caught on the armor and doesn't apply until the end of your next turn.
- If you are hit by spell damage, attacker gets the Poisoned Feedback Affliction:
- At the start of each round, target takes 3 poison damage (neutral).
- All of target's successes are reduced by 3.
Poisoned Feedback lasts until the end of your turn two rounds later.
For each target that has the Poisoned Feedback Affliction, you gain 2 damage reduction against spell damage.
- Level 10
- A powerful armor, cloaked under a series of other cloaks that cloak themselves with cloaks.
- Damage taken is reduced by 6.
- Every time you're attacked, one of the cloaks burns off, and your damage reduction is reduced by 2.
At the end of the battle, the cloaks magically find their ways back home and rematerialize, adding themselves back to your armor of cloaks of cloaks.
- Level 30
- What? It's not like it's the Armoire of Invincibility. Besides, you can't even tell what it is under all those cloaks!
- Damage taken is reduced by 10.
- Every time you're attacked, one of the cloaks burns off, and your damage reduction is reduced by 2.
At the end of the battle, the cloaks magically find their ways back home and rematerialize, adding themselves back to your armoire of cloaks of cloaks.
- A seemingly smooth armor with lots of dormant quills... until you start attacking it.
- Damage taken is reduced by 1.
- Every time you are hit, the armor fires a spray of quills, hitting all enemies.
- Roll your Courage +3 dice vs. targets' Courage dice / Deals 1 damage
- Every time the spray of quills fires, the next time the quill spray fires, its damage is increased by 1.
- This stacks infinitely.
- Level 20
- Ah, so qulling it tis to have such brilliant qulling effects! Whatever that means...
- Damage taken is reduced by 3.
- Every time you are hit, the armor fires a spray of quills, hitting all enemies.
- Roll your Courage +6 dice vs. targets' Courage dice / Deals 2 damage
- Every time the spray of quills fires, the next time the quill spray fires, its damage is increased by 2.
- This stacks infinitely.
- Level 10
- A seemingly useless hunk of metal that looks like it was ripped off the side of Fran's house. Oh wait... it probably was.
- Every time you are hit, this armor's damage reduction increases by 1, up to a maximum of 5.
- Every time you hit someone with a single-target attack, you recover Hearts equal to this armor's damage reduction.
- Level 30
- So reactive, it makes nuclear reactions seem tame in comparison. Just hope you don't have an allergic reaction to it!
- Every time you are hit, this armor's damage reduction increases by 2, up to a maximum of 8.
- Every time you hit someone with a single-target attack, you recover Hearts equal to this armor's damage reduction.
- Spiked with horns all around, this beautiful armor of war provides no protection, but it invites death towards those that would attack you.
- After someone attacks you with a single-target melee attack, the armor's spikes shoot outwards, hitting the attacker.
- Roll your Power dice vs. attacker's success rate / Damage is halved
After someone attacks you with a single-target ranged attack, the armor fires one of the spikes at the attacker.
Roll your Courage dice vs. attacker's success rate / Damage is halved
- Level 20
- If you don't return this armor... well, your attackers can't do anything about it because they're enjoying a party of spikes.
- Damage taken is reduced by 2
- After someone attacks you with a single-target melee attack, the armor's spikes shoot outwards, hitting the attacker.
- Roll your Power dice +5 vs. attacker's success rate / Damage is halved
After someone attacks you with a single-target ranged attack, the armor fires one of the spikes at the attacker.
Roll your Courage dice +5 vs. attacker's success rate / Damage is halved
- Level 10
- Who's Vladimir? And why do I have to offer him something when I'm wearing his armor?
- You and your allies all receive the following effects:
- At the start of each round, you recover 1 Magic.
- Damage taken is reduced by 1
- Physical damage you deal is increased by 1.
- When you successfully hit with a melee attack, you recover 1 Heart.
You specifically receive the following effects:
Physical damage you deal is increased by 1.
When you successfully hit with a melee attack, you recover 1 Heart.
The effects of Vladimir's Offering do not stack with another Vladimir's Offering.
- Level 30
- It turns out Vladimir was offering his life all along. How come I couldn't have just killed him the first time? Ah whatever, his death brings a sweet armor!
- You and your allies all receive the following effects:
- At the start of each round, you recover 2 Magic.
- Damage taken is reduced by 2
- When you successfully hit with a melee attack, you siphon 2 Hearts.
You specifically receive the following effects:
When you successfully hit with a melee attack, you siphon 2 Hearts.
The effects of Vladimir's Sacrifice do not stack with another Vladimir's Sacrifice or Vladimir's Offering.
The ability to buy these from the Changelog Shop will come later. Also, don’t be surprised if there’s a balance update on some of these in about a month.
Credits for this entire update go to Valve and their insane amount of work on DOTA 2.
RE: ZURPG 1.337, DURPG Edition - Orithan - 04-02-2014
Oh god, what have you done... Oh wait, this is DOTA 2. No wonder where Fireblast gets all her zaniness from *runs*
RE: ZURPG 1.337, DURPG Edition - WindStrike - 04-02-2014
The best part is.. Fireblast124 doesn't even play DOTA 2. Anyhow, this update was done in 5 hours. How I managed to do all of that in 5 hours and not get a single 'list' error is beyond me, but somehow it happened. There's clearly a number of balance issues, hence why it's not up in the Changelog Shop yet, plus I need to add some item/skill tiering around the place. Hope you all enjoy, cause I'm not kidding when I say I AM adding all of this.
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