Zelda Universe RPG

Open WIP Thread - Printable Version

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Open WIP Thread - WindStrike - 12-14-2014

It's like the WIP Thread, except open for everyone to see. I'll fix stuff up in the old thread and transfer it here over time. I think most of it was already added to the game, but there's some stuff in the later pages that needs tweaking/adding.


Go, Artifact no jutsu! FYI, if the Level 40+ stuff I post up seems really overpowered, that's fine, cause everyone's gonna have access to it all. Plus it should allow for a relatively smooth transition to the final stage of the game. Also, for all the artifacts that say that they're empowered, there's gonna be a quest for each one to actually do that.




Warlock Blade
  • REQUIREMENTS: Level 20
  • DESCRIPTION: An elegant, silver frame with a cobra-like crossguard. Its blade is smooth and almost weightless. Although it was once considered the Sword of the Sages, it seems to have lost its original powers. However, it is still a very powerful blade.
    • Triple Slice:
      • DESCRIPTION: Utilizing its light weight and the power of wind, unleash a fury of slices at your enemy. Hits one target three times.
        • Roll your Courage +15 dice vs. targets' Courage dice * 3
          • Physical Damage: Halved
    • Stab:
      • Roll your Courage dice vs. targets' Courage dice
        • Physical Damage: +15
        • EFFECT: The wound caused by this Stab remains permanent. Any damage caused by this attack cannot be recovered unless the wielder of this sword dies.
        • IF FAIL: Target automatically gets to counterattack you.
Warlock Blade, Empowered
  • REQUIREMENTS: Level 40
  • DESCRIPTION: An elegant, silver frame with a cobra-like crossguard. Its blade is smooth and almost weightless. With its original sage powers recovered, its strength is back to full, allowing its user to strike relentlessly.
    • Fury Slice:
      • DESCRIPTION: Use the sage's power within the blade to call upon the wind, granting you the ability to strike a target repeatedly. Hits one target five times.
        • Roll your Courage +20 dice vs. targets' Courage dice * 5
          • Physical Damage: Halved
    • Stab:
      • Roll your Courage dice vs. targets' Courage dice
        • Physical Damage: +35
        • EFFECT: The wound caused by this Stab remains permanent. Any damage caused by this attack cannot be recovered unless the wielder of this sword dies.
        • IF FAIL: Target automatically gets to counterattack you.
    • Warlock Blast:
      • COSTS: 20 Magic
      • CHARGE: 5 Turns
        • Begin to call the wind completely to your control. As you're charging, a whirlwind spirals through the field, causing all ranged attacks to lose 10 Dice.
        • Once charged, the whirlwind stops.
      • DESCRIPTION: Once charged, bring out the blade's full power, unleashing the power of the sages upon your foe. A massive tornado spawns and spirals around your blade, which sucks the tornado in. It first disappears, then sends a shockwave of blinding wind at all your enemies.
        • Roll your Courage +25 dice vs. targets' Power -25 dice
          • Physical Damage: Halved
          • EFFECT: All of targets' (that were hit) items immediately become unequipped.
Scimitar of Twilight
  • REQUIREMENTS: Level 20
  • DESCRIPTION: A golden handle with the Eye of Truth emblem engraved into the pommel supports this Twili blade. The base of the blade resembles part of a Twili mask, with markings over the rest of the blade. There's a blank, circular engraving at the center of the blade, suggesting something is supposed to be placed there. Supposedly, the blade is supposed to glow, but it currently isn't. Oh well, it's still an awesome sword. Can Slice or Stab.
    • EFFECT: If you die while wielding this sword, it will revive you back to full Hearts, but it will control you. Don't become a puppet to your own sword, now!
    • Slice:
      • Roll your Courage +10 dice vs. targets' Courage dice
        • Physical Damage: +0
        • EFFECT: Target gets a stack of the Lifeforce Wave Affliction:
          • When target dies, you and your allies recover Hearts equal to 25% of target’s Maximum Hearts.
    • Stab:
      • Roll your Courage -10 dice vs. targets' Courage dice
        • Physical Damage: +0
        • EFFECT: Target gets a stack of the Deathforce Wave Affliction:
          • When target dies, target’s allies lose Hearts equal to 25% of target’s Maximum Hearts.
        • IF FAIL: Target automatically gets to counterattack you.



RE: Open WIP Thread - Orithan - 02-18-2015

Some stuff for the heavy weapons guy:

Harpoon Cannon
  • REQUIREMENTS: Level 10, 10 Power, a Harpoon or a Javelin and two hands
  • CHARGE: 1 turn
    • Set down and arm the cannon during this turn.
  • DESCRIPTION: A heavy steel-barreled cannon designed for firing Harpoons and Javelins with great force, devastating their targets.
    • EFFECT 1: The weapon being fired gains +6 Dice and +3 Physical Damage.
    • EFFECT 2: If the target is hit and is covering someone, the attack goes through to hit the person being covered at half damage.
Harpoon
  • REQUIREMENTS: Two hands
  • DESCRIPTION: A large intimidating steel rod, with barbs attached to the end, attached to a long chain. It can be hurled at a target, and then can be used to pull said target in if it hits.
    • Hurl:
      • Roll your Power -2 dice vs. targets' Power dice
        • Physical Damage: +4
        • EFFECT 1: The harpoon sticks in the target, dealing 1 Neutral Damage for each action they make.
          • Target can attempt to escape on their turn by rolling either Courage or Power vs the original successes of the attack.
            • IF SUCCESSFUL: The target escapes the impalement without an issue.
            • IF FAIL: Target takes an extra 1 Neutral Damage and remains impaled.
          • You can manually yank the chain out yourself at no action cost on your turn, dealing 1 Neutral Damage to the target in the process.
        • EFFECT 2: You can use the move Pull In on the target.
    • Pull In:
      • REQUIREMENTS: The target being impaled on this.
      • Roll your Power dice vs. targets' Power dice
        • Damage: Halved
        • EFFECT: The target is pulled in, making them more vulnerable to enemy attack.
          • Target loses successes while defending equal to the difference in successes from the initial roll on their next defense.
        • IF FAIL: The target escapes the impalement.
Deepsea Explosive Harpoon (WIP)
  • REQUIREMENTS: Level 30, Water (Level: 7), any Bombs, two hands and can only be used by [Censored]
    • The Bomb is set in the tip of the harpoon at the start of the battle and can be changed during your turn as an Equipment Switch.
  • DESCRIPTION: A huge, terrifying-looking Harpoon that bears the essence of the deep sea engraved on it's steel shaft. Rather than focusing on wounding its target through an agonizing impalement, it focuses on making the struggle short by detonating a Bomb carried on the tip...
    • Hurl:
      • Roll your Power +8 dice vs. targets' Power dice
        • Physical Damage: +9
        • EFFECT 1: The harpoon sticks in the target, dealing 1 Neutral Damage for each action they make.
          • Target can attempt to escape on their turn by rolling either Courage or Power vs the original successes of the attack.
            • IF SUCCESSFUL: The target escapes the impalement without an issue.
            • IF FAIL: Target takes an extra 1 Neutral Damage and remains impaled.
          • You can manually yank the chain out yourself at no action cost on your turn, dealing 1 Neutral Damage to the target in the process.
        • EFFECT 2: You can immediately follow up with the special move Internal Explosion on the target.
    • Internal Explosion:
      • REQUIREMENTS: The target being impaled on this weapon.
      • DESCRIPTION: Blow the target up from the inside, dealing considerable damage to whoever is unfortunate enough to be impaled in it. This attack is considered to be automatic, by the way.
        • EFFECT: The bomb in the target det
        • Damage: Halved
        • EFFECT: The target is pulled in, making them more vulnerable to enemy attack.
          • Target loses successes while defending equal to the difference in successes from the initial roll on their next defense.
        • IF FAIL: The target escapes the impalement.



RE: Open WIP Thread - Orithan - 04-13-2015

Racial Bonuses:
Haddaken
Keaton



RE: Open WIP Thread - WindStrike - 05-04-2015

Blinding Shield
  • REQUIREMENTS: Level 30 and Light (Level: 6)
  • COSTS: 8 Magic
  • DESCRIPTION: Fire a beam of Light so bright, it blinds itself! Hits one target.
    • Roll your Wisdom +16 dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT: If the target has a shield equipped, the shield gets one stack of the Bright Shield Affliction:
        • The shield becomes ultra bright, lowering the Attack Dice of the target and his allies by an amount equal to the shield's total Defense Dice & Successes.
Roaring Flames
  • REQUIREMENTS: Level 20 and Fire (Level: 4)
  • COSTS: 7 Magic
  • DESCRIPTION: A beastly form of Fire emerges, roaring with powerful waves of heat. Hits all enemies.
    • Roll your Wisdom +7 dice vs. targets' Wisdom dice
      • Neutral Damage: 4
      • EFFECT: Target(s) hit get one stack of the Flaming Fear Affliction:
        • Each time target attacks, he takes Neutral Damage equal to his total Attack Dice & Successes bonus.
Boiling Blood
  • REQUIREMENTS: Level 20 and Fire (Level: 5)
  • COSTS: 6 Magic
    • This costs 0 Magic when using it on a target with a positive success counter.
  • DESCRIPTION: Spawn a flame from inside someone's body, causing their blood to boil.
    • EFFECT 1: Place a Success Counter on the target that starts at 0.
      • A successful attack with Boiling Blood increases the counter by 1.
      • A failed attack with Boiling Blood reduces the counter by 1.
    • EFFECT 2: Target gains 5 Attack Dice * the number of Success Counters he has.
    • Roll your Wisdom +10 dice vs. targets' Wisdom dice
      • Neutral Damage: 8
      • EFFECT 1: If you kill a target with this spell, their boiling blood burns the target to nothingness, preventing him from being revived for the remainder of the battle.
      • EFFECT 2: Additionally, his ashes are absorbed into you, and you recover Magic equal to his Maximum Magic.
Firestorm
  • REQUIREMENTS: Level 20 and Fire (Level: 5)
  • COSTS: 10 Magic
  • CHARGE: 3 Turns
    • Begin charging by holding your hands to the sky, transferring Magic into the air. As you charge, burning clouds begin to form over the field.
  • DESCRIPTION: Once charged, unleash the Magic from the clouds, bringing down a torrent of Fire on everyone.
    • Roll your Wisdom +15 dice vs. targets' Wisdom dice
      • Magical Damage: Halved
      • EFFECT vs. Nature: Deals full damage instead of half damage.
      • EFFECT vs. Fire: Whether it hits or fails, target(s) gain Attack Dice equal to the difference in successes.
        • DURATION: This lasts until the end of your turn one round later.
      • EFFECT vs. Water: Target(s) cannot receive Buffs.
        • DURATION: This lasts until the end of your turn two rounds later.
Searing Hands
  • REQUIREMENTS: Level 20 and Fire (Level: 5)
  • COSTS: 5 Magic
  • DESCRIPTION: Superheat the target's hands, causing him to wreathe in agony should he hold anything.
    • Roll your Wisdom +12 dice vs. targets' Wisdom dice
      • Neutral Damage: 7
      • EFFECT: Target gets one stack of the Searing Hands Affliction:
        • For each item the target holds with his hands, each time he uses them in any way, he takes 4 Neutral Damage.
Burning Magic Field
  • REQUIREMENTS: Level 20 and Fire (Level: 4)
  • COSTS: 9 Magic
  • DESCRIPTION: A wave of burning Magic sweeps the field, lashing out at any non-Fire Magic.
    • EFFECT: Summon the Burning Magic Field Field Effect:
      • When this comes into play, cancel out and remove a Nature-based Field Effect.
      • If anyone casts a non-Fire spell, the fire automatically burns him, causing him to take lose 5 Hearts & 5 Magic.
Firemage
  • RESTRICTIONS: Can only target someone with no equipped items in his hands
  • REQUIREMENTS: Level 20 and Fire (Level: 4)
  • COSTS: 12 Magic
  • DESCRIPTION: Two orbs of flames swirl in someone's hands, buffing his Fire spellcasting powers.
    • EFFECT 1: Target gains 2 Fire Affinity Levels.
    • EFFECT 2: Target's Magic Costs for Fire Spells are reduced by 3 (down to a minimum of 0).
    • EFFECT 3: Target can cast one Fire Support Spell on his turn for no action cost.
    • EFFECT 4: Target's Fire spells ignore half Armor.
    • None of the above effects stack.
    • DURATION: This lasts for the remainder of the battle or until the target equips an item in his hands.
Stasis Field
  • REQUIREMENTS: Level 20 and Water (Level: 5)
  • COSTS: 10 Magic
  • DESCRIPTION: Slowly freeze someone with extremely thick ice.
    • Roll your Wisdom +10 dice vs. targets' Wisdom dice
      • Neutral Damage: 5
      • EFFECT: Target gets one stack of the Absolute Freeze Affliction:
        • Target loses 10 Attack Dice but gains 10 Physical & Magical Armor.
        • If target gets two stacks of this Affliction, target completely freezes, including his status.
          • While completely frozen, target cannot do anything, nor can target take any damage. Any effects on him are also stalled.
          • The ice itself has 20 Hearts and 20 Physical & Magical Armor.
          • DURATION: The ice on the target lasts until it runs out of Hearts.
Flash Freeze
  • REQUIREMENTS: Level 20 and Water (Level: 5)
  • COSTS: 8 Magic
  • DESCRIPTION: Quickly freeze the entire field, turning the ground to ice in nearly an instant. Hits everyone without Water affinity.
    • EFFECT: This bypasses Cover.
    • Roll your Wisdom +16 dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT 1: Target(s) hit lose one stack of a Buff.
      • EFFECT 2: Target(s) hit also get the Affinity Down Affliction:
        • Target's highest affinity level is reduced by 1.
      • EFFECT 3: Whether it hits anyone or not, summon the Slow Charge Field Effect:
        • When this comes into play, cancel out and remove a Fire-based Field Effect.
        • Everyone without Water Affinity takes twice the time to charge moves.
Geyser
  • REQUIREMENTS: Level 20 and Water (Level: 5)
  • COSTS: 6 Magic
  • DESCRIPTION: Place a magical circle under a target. After a short delay, a powerful geyser erupts from the circle.
    • EFFECT: This bypasses Cover.
    • Roll your Wisdom -5 dice vs. targets' Wisdom dice
      • Magical Damage: +12
      • EFFECT: Send the target flying into the sky.
        • Target is temporarily out-of-the-battle, meaning he cannot be hit by anything and is unaffected by everything except Status Effects.
        • DURATION: This lasts until the end of your turn one round later.
Earth Spike
  • REQUIREMENTS: Level 20 and Nature (Level: 5)
  • COSTS: 7 Magic
  • DESCRIPTION: Cause the ground beneath a target to give way for an instant, giving him a chance to move.
    • EFFECT: This bypasses Cover.
    • Roll your Wisdom +12 dice vs. targets' Courage dice
      • Damage: None
      • EFFECT: If the target fails to move in time, a powerful earth spike erupts from that spot, spiking him.
    • Roll your Wisdom +8 dice vs. targets' Wisdom dice
      • Physical Damage: +0
      • EFFECT: This gains damage equal to the difference in successes from the first roll.
Gale Punch
  • REQUIREMENTS: Level 20 and Nature (Level: 5)
  • COSTS: 8 Magic
  • DESCRIPTION: Call the wind around you, using your Magic to form it into an ethereal fist. Then, fling the fist of wind at someone!
    • Roll your Wisdom 20 dice vs. targets' Power dice
      • Magical Damage: Halved
      • EFFECT: Any equipped items the target is holding in his hands is unequipped and flung out into the middle of the field.
        • Anyone can spend a Support Action to pick up a dropped item, either by immediately equipping it or stashing it into their inventory.



RE: Open WIP Thread - Orithan - 05-04-2015

Let's see how many of you will recognize the game where I got this spell from:
  • REQUIREMENTS: Level 30, Light (Level: 6)
  • COST: 15 Magic
  • DESCRIPTION: Summon a massive volley of star fragments from the heavens, which fall down to strike all enemies.
    • Roll your Wisdom +8 dice vs. targets' Wisdom dice
      • Neutral Damage: 10
      • EFFECT: Target(s) hit get 1 stack of the Stardust Blind Affliction:
        • Target loses 5 Attack Dice each time they make a defend or make a Non-Combat Action.
          • This stacks with each defense or Non-Combat Action
          • Each stack present already accounts for the number of defends target has made since they got the Affliction
  • REQUIREMENTS: Level 50, Light (Level: 8)
  • COST: 20 Magic
  • DESCRIPTION: Summon a massive volley of star fragments from the heavens, which fall down to strike all enemies.
    • Roll your Wisdom +16 dice vs. targets' Wisdom dice
      • Neutral Damage: 20
      • EFFECT: Target(s) hit get 2 stacks of the Stardust Blind Affliction:
        • Target loses 5 Attack Dice each time they make a defend or make a Non-Combat Action.
          • This stacks with each defense or Non-Combat Action
          • Each stack present already accounts for the number of defends target has made since they got the Affliction



RE: Open WIP Thread - WindStrike - 05-04-2015

Immolation Shockwave
  • REQUIREMENTS: Level 30 and Fire (Level: 6)
  • COSTS: 15 Magic
  • DESCRIPTION: A tall shockwave of Fire slowly expands from the middle of the center, engulfing everyone in it.
    • Roll your Wisdom +35 dice vs. targets' Wisdom dice
      • Magical Damage: Halved
      • IF FAIL: Target(s) not hit get one stack of the Immolation Shield Buff:
        • At the start of each round, the shield briefly pulses, automatically causing 5 Neutral Damage to everyone except the target.
Conflagration
  • REQUIREMENTS: Level 30 and Fire (Level: 6)
  • COSTS: 13 Magic
  • DESCRIPTION: The flames of the afflicted spread from person to person, eventually burning everyone down. First, place a marker on a target.
    • Roll your Wisdom +25 dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT: Once the marker is placed on a target, spontaneously set a different target on fire.
    • Roll your Wisdom +15 dice vs. targets' Wisdom dice
      • Magical Damage: +0
      • EFFECT 1: Target receives all stacks of every Affliction from the marked target.
      • EFFECT 2: Target then gets one stack of the Conflagration Affliction:
        • At the start of each round, target takes 1 Neutral Damage for each stack of every Affliction he has.
        • If the target engages in melee combat with someone else, that person automatically gets one stack of the Conflagration Affliction.
Endless Flames
  • REQUIREMENTS: Level 30 and Fire (Level: 6)
  • COSTS: 16 Magic
  • DESCRIPTION: Amplify the burning anguish of someone by burning all of his wounds.
    • Roll your Wisdom dice vs. targets' Wisdom -20 dice
      • Magical Damage: +0
      • EFFECT 1: Add three stacks to one Affliction on the target.
      • EFFECT 2: If the target has a Fire-based Affliction, then the target becomes extra vulnerable to Fire-based attacks.
        • Fire attacks against the target gain 10 Damage.
        • DURATION: This lasts for the remainder of the battle.
Payback Mindstrike
  • REQUIREMENTS: Level 30 and Shadow (Level: 6)
  • COSTS: 10 Magic
  • DESCRIPTION: Time to pay your enemies back! Take all the damage you've taken and concentrate it directly into your opponent's mind!
    • Roll your Base Wisdom dice +10 vs. targets' Base Wisdom dice
      • Damage: None
      • EFFECT: Transfer the memories of damage you've taken into the target's mind, causing him to take Neutral Damage equal to the difference between your Current Hearts and your Maximum Hearts.
Doom Roulette
  • REQUIREMENTS: Level 30 and Shadow (Level: 6)
  • COSTS: 12 Magic
  • DESCRIPTION: Summon a shadowy roulette wheel and throw a magical dice at it! WHEEL OF DEATHLY FORTUNE!
    • EFFECT: The magical dice turns two-sided. Clearly, it's not a coin. Roll $1d2!
      • If the result is a 1, the fortune succeeds, causing the following attack to hit all enemies.
      • If the result is a 2, the fortune backlashes, causing the following attack to hit you and your allies.
      • This can only be rerolled once. Further rerolls will not work on it.
        • If the reroll results in a 2, the person who threw the reroll at it instantly dies.
    • Roll your Wisdom +10 dice vs. targets' Wisdom dice
      • Magical Damage: +10
Death Roulette
  • REQUIREMENTS: Level 30 and Shadow (Level: 7)
  • COSTS: 20 Magic
  • DESCRIPTION: Summon a roulette wheel covered in blood, spikes, saws, and death, and throw a magical coin at it! WHEEL OF DEATHLY DEATH!
    • EFFECT 1: First, everyone picks a number 1 through 4 and PMs that number to the DM, time limit of one minute. Anyone who has not picked will have their number rolled for them with a $1d4.
    • EFFECT 2: The magical coin turns four-sided. ... wait, what? Roll $1d4!
      • If the result is a 1, everyone who rolled a 1 takes Magical Damage equal to their respective Maximum Hearts.
      • If the result is a 2, everyone who rolled a 2 must fire an Offensive Spell at one of their allies that costs at least 5 Magic. Those that don't or can't die instantly.
      • If the result is a 3, everyone who rolled a 3 has all of their bonuses reduced to 0 for the remainder of the battle. This lasts through death.
      • If the result is a 4, everyone who rolled a 4 has their Base Power, Courage, and Wisdom stats halved for the remainder of the battle. This also lasts through death.
    • EFFECT 3: Death Roulette cannot be rerolled, no matter how hard you try!
Hope Roulette
  • REQUIREMENTS: Level 30 and Light (Level: 7)
  • COSTS: 20 Magic
  • DESCRIPTION: Summon a heavenly roulette wheel sponsored by KEESE AND CO. Then, flick a light at it... what? WHEEL OF HOPELY HOPE!
    • EFFECT 1: First, everyone picks a number 1 through 4 and PMs that number to the DM, time limit of one minute. Anyone who has not picked will have their number rolled for them with a $1d4.
    • EFFECT 2: The flicked light flicks itself off. ... wat. Roll $1d4!
      • If the result is a 1, everyone who rolled a 1 recovers to their respective Maximum Hearts.
      • If the result is a 2, everyone who rolled a 2 recovers to their respective Maximum Magic.
      • If the result is a 3, everyone who rolled a 3 has all stacks of all their Afflictions removed.
      • If the result is a 4, everyone who rolled a 4 that's dead gets revived to half of their respective Maximum Hearts.
    • EFFECT 3: Hope Roulette cannot be rerolled, no matter how hard you try!
Leech Roulette
  • REQUIREMENTS: Level 30 and Nature (Level: 7)
  • COSTS: 20 Magic
  • DESCRIPTION: Summon a plant with a roulette wheel rooted on... I'm not gonna even ask. Throw a shoe at it. WHEEL OF LEECHES! Dear god.
    • EFFECT 1: The shoe walks two-sided. What'd you expect? Roll $1d2!
      • If the result is a 1, the fortune succeeds. You and your party recovers 10 Hearts and 10 Magic while all enemies lose 10 Hearts and 10 Magic.
      • If the result is a 2, the fortune fails. You and your party loses 10 Hearts and 10 Magic while all enemies recover 10 Hearts and 10 Magic.
    • EFFECT 2: This cannot be rerolled, because the leeches devour all rerolls that come in contact with it instantly. Unless you just like feeding leeches.



RE: Open WIP Thread - WindStrike - 05-05-2015

Barrier Breaker
  • REQUIREMENTS: Level 30 and Nature (Level: 6)
  • COSTS: 14 Magic
  • DESCRIPTION: Wind spirals around an earth spike, transforming it into a DRILL THAT WILL PIERCE THE HEAVENS! But first, hit one target with it.
    • Roll your Wisdom +34 dice vs. targets' Wisdom dice
      • Physical Damage: +0
      • EFFECT 1: This ignores all forms of Barriers.
      • EFFECT 2: If it hits, all Barriers on the target are removed.
Gravity Swamp
  • REQUIREMENTS: Level 30 and Arcane (Level: 7)
  • COSTS: 20 Magic
  • CHARGE: 5 Turns
    • Begin charging by concentrating on the gravitational forces surrounding your enemies. As it charges, the forces begin to rumble wildly, causing an audible disturbance that sounds like a bass drum is being whacked repeatedly.
  • DESCRIPTION: Once charged, raise your hand to the sky, then slam it down towards the ground to amplify the gravitational forces. Hits all enemies.
    • Roll your Wisdom +30 dice vs. targets' Power dice
      • Damage: None
      • EFFECT: Anyone hit slams to the ground as they are subjected to extreme gravity.
        • Target is Immobilized, and he cannot move or perform melee attacks. This includes Cover and Escape.
        • Target's Attack & Defense Dice are cut in half.
        • DURATION: Until the end of your turn one round later.
Portal Marker
  • REQUIREMENTS: Level 30 and Shadow (Level: 7)
  • COSTS: 12 Magic
  • DESCRIPTION: Fire an obscure, transparent bolt of shadows at a target.
    • Roll your Wisdom dice vs. targets' Wisdom -15 dice
      • Damage: None
      • EFFECT: If it hits, target gets one stack of the Shadow Portal Affliction:
        • A shadowy orb hovers behind the target's back. If you attack the target with a projectile, it will warp and strike the target from behind, ignoring any Shields he has equipped or Light-based Barriers.
Fling
  • REQUIREMENTS: Level 30 and Nature (Level: 6)
  • COSTS: 10 Magic
  • DESCRIPTION: Using the power of wind, attempt to lift a target up.
    • Roll your Wisdom +20 dice vs. targets' Power dice
      • Damage: None
      • EFFECT: Then, fling the target as far as you can!
    • Roll your Power +5 dice
      • Physical Damage: Halved
      • EFFECT: Target is considered out-of-the-battle for the next two turns.
Vine Swarm
  • REQUIREMENTS: Level 30 and Nature (Level: 6)
  • COSTS: 15 Magic
  • DESCRIPTION: Summon a swarm of large vines that erupt from the ground and try to grab all enemies.
    • EFFECT: This bypasses Cover.
    • Roll your Wisdom +15 dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT: If it hits, the vine wraps around the target and lifts him into the air.
        • While in the air, target is Immobilized, and he cannot move or perform melee attacks (except on the vine itself). This includes Cover and Escape.
        • At the start of each round, you siphon 5 Hearts and Magic from the target.
        • The vine itself has 10 Hearts. If it's destroyed, it drops the target, and the person that destroyed it recovers 5 Hearts.
        • DURATION: The vine lasts until it's destroyed.
Copy Movements
  • RESTRICTIONS: You can only copy one person's movements at a time.
  • REQUIREMENTS: Level 30 and Shadow (Level: 7)
  • COSTS: 8 Magic
  • DESCRIPTION: Focus intently on a target, attempting to copy his movements into your own.
    • Roll your Base Wisdom dice +8 vs. targets' Base Wisdom dice
      • Damage: None
      • EFFECT: You successfully copy his movements.
        • You get access to every active ability he's used this battle, and all that continue to come.
        • If he has bonus Attack and/or Defense Dice from Buffs, you gain half of that amount.
        • DURATION: This lasts until the end of your turn two rounds later.
Yoink Buffs
  • REQUIREMENTS: Level 30 and Shadow (Level: 7)
  • COSTS: 7 Magic
  • DESCRIPTION: Your shadow sneaks up to your target's shadow and battles him. What?
    • Roll your Wisdom +21 dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT: If your shadow wins, you steal all stacks of one Buff from the target.
Leave No Trace
  • REQUIREMENTS: Level 30 and Fire (Level: 7)
  • COSTS: 17 Magic
  • DESCRIPTION: Flame a target with such burning, searing lava that it leaves no trace of the victim behind.
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Magical Damage: +30
      • EFFECT 1: Ignores half of target's Armor.
      • EFFECT 2: If the target dies, his corpse disintegrates, preventing it from being revived for the remainder of the battle.
        • Any Magic he had left over is evenly siphoned and distributed to you and your allies.
Hidden Spark
  • REQUIREMENTS: Level 30 and Light (Level: 6)
  • COSTS: 11 Magic
  • DESCRIPTION: Fire a high-powered beam of intense Light at a target.
    • Roll your Wisdom +11 dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT: If it hits, it... disperses, appearing to do no damage, but a spark hides inside of the target.
        • After the target's next successful attack, he takes Magical Damage equal to twice the damage dealt.
          • This does not trigger on an attack that deals no damage.
        • DURATION: This lasts until the target's next successful attack or the end of your turn two rounds later.
Overbearing Light
  • REQUIREMENTS: Level 30 and Light (Level: 7)
  • COSTS: 16 Magic
  • DESCRIPTION: A Light so white, it makes brightness look dull. Hits one target.
    • Roll your Wisdom +8 dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT: Target gets one stack of the Affinity Disable Affliction:
        • Target's highest affinity level is reduced to 0.
Torrential Torrent
  • REQUIREMENTS: Level 30 and Water (Level: 6)
  • COSTS: 8 Magic
  • DESCRIPTION: Fire a KAMEHAMEHAH! torrent of Water at a target.
    • Roll your Wisdom +12 dice vs. targets' Wisdom dice
      • Magical Damage: +0
      • EFFECT: The beam stays stable, continuing to damage the target over time.
        • At the start of each round and each of your turns, you attack the target again with the beam.
        • For each successful attack, the next attack from the beam gains 6 Damage.
        • DURATION: The beam lasts until you attack or defend.
Starlight Barrage
  • REQUIREMENTS: Level 30 and Light (Level: 7)
  • COSTS: 16 Magic
  • DESCRIPTION: The lights in the sky are your bullets. Amplify the beams of starlight onto a target.
    • EFFECT: The following attack strikes 2 + $1d3 times, calculated separately.
    • Roll your Wisdom +15 dice vs. targets' Wisdom dice
      • Magical Damage: 10
      • EFFECT: Target gets one stack of the Magical Armor Drop Affliction:
        • Target loses 3 Magical Armor.
Stored Light
  • REQUIREMENTS: Level 30 and Light (Level: 7)
  • COSTS: 4 Magic * the current Round #
  • DESCRIPTION: As the battle goes on, the Light from each ability lingers dormant in the air. Suddenly, wake the Light from its sleep and have it converge on a target.
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Magical Damage: +7 * the current Round #
Poisoned Reserve
  • REQUIREMENTS: Level 30 and Water (Level: 6)
  • COSTS: 12 Magic
  • DESCRIPTION: Form a ball of water, laced with poisonous Magic, and then fire it at a target.
    • Roll your Wisdom +18 dice vs. targets' Wisdom dice
      • Magical Damage: Halved
      • EFFECT: Target gets one stack of the Poisoned Reserve Affliction:
        • Target's missing Magic becomes poisoned. When it becomes filled, the poison explodes, causing damage.
        • Target loses 1 Heart for every 1 Magic he recovers or siphons.
Crushing Magnet
  • REQUIREMENTS: Level 30 and Arcane (Level: 6)
  • COSTS: 15 Magic
  • DESCRIPTION: Form a sphere of magical magnets around a target. The formation takes a bit of time, giving him the chance to escape.
    • ATTACK 1: Roll your Wisdom -10 dice vs. targets' Courage dice
      • Damage: None
      • EFFECT: If it works, target becomes trapped in the sphere of magnets, which gradually pull towards each other in order to crush the target into nothingness.
        • At the start of each round, roll ATTACK 2 vs. the target.
        • While target is trapped inside the magnets, he is invulnerable to everything except himself, the magnets, and any existing Status Effects.
        • During target's turns, he cannot target anything except the magnet, which can broken two ways:
          • Target can roll Power against the your successes from ATTACK 1. If he succeeds, the magnets break.
          • After the magnets take a total of 5 hits (from inside or outside), they automatically break.
    • ATTACK 2: Roll your Wisdom +10 dice vs. targets' Power dice
      • Physical Damage: +10
      • EFFECT: After each crushing attempt, the magnets gain 10 Dice on the next attempt.
Absolute Silence
  • REQUIREMENTS: Level 30 and Arcane (Level: 7)
  • COSTS: 20 Magic
  • CHARGE: 3 Turns
    • Begin charging by amassing your Magic to your mind. As you charge, you attune the Magic to the sound of silence, as you blot everything else out.
  • DESCRIPTION: Once charged, discharge the mass of Magic from your location, hitting everyone else with a deafening shockwave.
    • Roll your Wisdom +35 dice vs. targets' Wisdom dice
      • Magical Damage: Halved
      • EFFECT 1: Until you reach 0 Magic, you cannot recover or siphon Magic in any way.
      • EFFECT 2: After the shockwave passes, the Absolute Silence Field Effect is summoned.
        • When this comes into play, cancel out and remove an Arcane-based Field Effect.
        • No one can use anything with a Magic Cost.
          • Passives that have a Magic Cost become disabled as long as this Field Effect is up.
        • DURATION: Absolute Silence lasts until you run out of Magic or die.
Unstable Gravity
  • REQUIREMENTS: Level 30 and Arcane (Level: 6)
  • COSTS: 10 Magic
  • DESCRIPTION: Destabilize the gravity around a target, causing it to randomly fluctuate.
    • Roll your Wisdom +24 dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT 1: Target gets one stack of the Immobilized Affliction:
        • Target cannot move or perform melee attacks. This includes Cover and Escape.
      • EFFECT 2: Target gets one stack of the Unstable Defense Affliction:
        • Target's Bonus Defense Dice are reduced to +$1d#, where # = target's Bonus Defense Dice.
Destabilizing Capacity
  • REQUIREMENTS: Level 30 and Arcane (Level: 7)
  • COSTS: 18 Magic
  • DESCRIPTION: Target someone's Magic pool. The greater it is, the easier it is to spot, as you attempt to briefly distort its capacity.
    • EFFECT: This attack gains Attack Dice equal to half of target's Maximum Magic.
    • Roll your Wisdom +15 dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT 1: Target's Maximum Magic temporarily drops to 0. However, his Current Magic freezes in stasis and cannot be used or affected in any way.
        • DURATION: This lasts until the end of your turn one round later, at which point target's Maximum Magic returns and his Current Magic unfreezes from stasis.
      • EFFECT 2: When target's Magic returns, all enemies take Neutral Damage equal to target's Maximum Magic, evenly distributed among all targets.



RE: Open WIP Thread - WindStrike - 05-06-2015

Cauterizing Pain
  • REQUIREMENTS: Level 30 and Fire (Level: 7)
  • COSTS: 14 Magic
  • DESCRIPTION: Veils of solid magma cover the target's wounds, sealing them, but causing extreme pain.
    • Roll your Wisdom +17 dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT 1: Target takes Neutral Damage equal to the total stacks of all Afflictions target has.
      • EFFECT 2: All stacks of Bleeding the target has are replaced by an equal number of stacks of the Pain Affliction:
        • Target loses the willpower to redo anything, preventing him from doing any rerolls, no matter the source.
          • In the event of a rolloff, the target automatically fails instead.
        • Target loses 1 Attack & Defense Dice.
Phoenix Strike
  • REQUIREMENTS: Level 30 and Fire (Level: 7)
  • COSTS: 19 Magic
  • DESCRIPTION: A blazing phoenix is summoned above a target. After a brief delay, it descends on him, engulfing him in agonizing flames.
    • EFFECT: This bypasses Cover.
    • Roll your Wisdom -12 dice vs. targets' Wisdom dice
      • Magical Damage: +26
      • EFFECT 1: Target gets one stack of the Burned, Omega Affliction:
        • At the start of each round, target takes 6 Neutral Damage.
      • EFFECT 2: Additionally, resurrect anyone that has fallen.
        • Target revives to Hearts equal to the amount of damage done from the attack.
Pillar of Doom
  • REQUIREMENTS: Level 30 and Nature (Level: 7)
  • COSTS: 22 Magic
  • DESCRIPTION: The ground rumbles wildly, and then a large pillar forms beneath a target. Before it begins to rise, the target has a chance to run away.
    • EFFECT: This bypasses Cover.
    • Roll your Wisdom +12 dice vs. targets' Courage dice
      • Damage: None
      • EFFECT: If it works, the pillar rises towards the sky, bringing the target with it.
        • Pillar has Hearts and Physical & Magical Armor equal to your Successes.
        • While on the the pillar, target is considered out-of-the-battle, meaning he cannot be hit by anything and is unaffected by everything except Status Effects.
          • Likewise, target can't do anything back... except...
        • If the target jumps off the pillar or the pillar breaks, he takes Physical Fall Damage equal to your Successes.
          • For each round that passes, this damage halves.
        • DURATION: Pillar of Doom lasts until it breaks.
Fissure
  • REQUIREMENTS: Level 30 and Nature (Level: 7)
  • COSTS: 18 Magic
  • DESCRIPTION: A fissure in the earth begins to form. At the end of the next round, it suddenly spikes through the ground towards a target.
    • EFFECT: This bypasses Cover.
    • Roll your Wisdom +32 dice vs. targets' Wisdom dice
      • Physical Damage: +0
      • EFFECT: Target gets one stack of the Attack Loss Affliction:
        • All of the target's attacks have their Bonus Dice Modifier reduced to 0.
        • In other words, it makes sword users cry.
Magnetic Evisceration
  • REQUIREMENTS: Level 30 and Nature (Level: 7)
  • COSTS: 15 Magic
  • DESCRIPTION: A mound of dense minerals forms around a target from below. The minerals take a bit of time to form, giving him chance to escape from it.
    • ATTACK 1: Roll your Wisdom -8 dice vs. targets' Courage dice
      • Damage: None
      • EFFECT: If it works, the magnetic properties of the dense minerals pulls large amounts of heme from the target's blood to a single point, causing his veins to burst from pressure.
    • ATTACK 2: Roll half of your Base Wisdom stat
      • Damage: None
      • EFFECT: Target gets a number of stacks of the Internal Bleeding Affliction equal to half your Successes from ATTACK 2.
        • At the start of each round, target takes 1 Neutral Damage.
          • This increases by 1 Neutral Damage at the start of each successive round with this Affliction.
          • Each stack already accounts for the number of rounds that have passed since receiving the first stack of Internal Bleeding.
      • Afterwards, the minerals surrounding the target disperse back into the earth.
Mummification
  • REQUIREMENTS: Level 30 and Water (Level: 7)
  • COSTS: 16 Magic
  • DESCRIPTION: Summon a veil of freezing air around the target, causing his liquids to pour out of him as his body dries.
    • ATTACK 1: Roll your Wisdom +13 dice vs. targets' Wisdom dice
      • Neutral Damage: 5
      • EFFECT: Target begins to Mummify:
        • At the start of each Turn, target loses 3 Power.
        • At the start of each Round, roll ATTACK 2 against the target.
        • If the target does any action that involves moving (including Cover and Escape), first roll ATTACK 2 against the target.
        • If the takes at least 15 Damage from a Fire-based attack or effect, Mummify wears off.
        • If the target dies during Mummify, you steal all stacks of all of his Buffs.
        • DURATION: Mummify lasts until either of the two above effects occur.
    • ATTACK 2: Roll your Wisdom +5 dice vs. targets' Power dice
      • Physical Damage: Halved
Deep Freeze
  • REQUIREMENTS: Level 30 and Water (Level: 7)
  • COSTS: 13 Magic
  • DESCRIPTION: Freeze someone so hard, it knocks him out of order! Literally.
    • Roll your Wisdom +20 dice vs. targets' Wisdom dice
      • Neutral Damage: 8
      • EFFECT 1: Target gets one stack of the Amplify Water Affliction:
        • All Water attacks against the target gain Damage equal to the respective attacker's Water Affinity Level.
      • EFFECT 2: After the target's turn for the round has passed (or if it already has), he is knocked out of the turn order as he turns completely frozen.
        • While completely frozen, target cannot do anything, nor can target take any damage. Any effects on him are also stalled.
        • DURATION: This lasts until the start of the next round, at which point the target rejoins with $init j.
Arctic Burn
  • REQUIREMENTS: Level 30 and Water (Level: 7)
  • COSTS: 17 Magic
  • DESCRIPTION: A burst of freezing air blasts through all your enemies. The freeze is so cold, it burns 'em good, givin' em a bit of frostbite!
    • Roll your Wisdom +17 dice vs. targets' Wisdom dice
      • Neutral Damage: 9
      • EFFECT: Target(s) hit get one stack of the Arctic Burn Affliction:
        • At the start of each round, target loses Hearts equal to 10% of his Maximum Hearts, rounded up.
        • Stacking this only acts as a buffer.



RE: Open WIP Thread - Orithan - 05-09-2015

Heatwave Trap
  • REQUIREMENTS: Level 30 and Fire (Level: 5).
  • COST: 13 Magic
  • DESCRIPTION: Place an extremely hot Magic circle on the ground anywhere except directly underneath targets or within a foot of them, which is invisible to everyone except yourself and your allies.
    • TRIGGER CONDITION: A non-Fire Field Effect is summoned.
    • TRIGGER EFFECT: The Magic circle reveals itself and summons the Heat Wave (Trap) Field Effect:
      • When this comes into play, remove the Field Effect that was originally going to be summoned.
      • At the start of each round, everyone without a Fire affinity takes 4 Neutral Damage
      • Anyone who doesn't have a Fire affinity has their Highest Affinity Level decreased by 1.
      • All Water attacks lose 5 Damage
      • DURATION: Until Heatwave Trap is consumed or otherwise dispelled.
    • DURATION: This trap remains active for the next two rounds until it is consumed by its own heat and destroys itself.
Seal Trap
  • REQUIREMENTS: Level 30 and Arcane (Level: 6)
  • COST: 14 Magic
  • DESCRIPTION: Place a Magic circle of Magical ropes on the ground anywhere except directly underneath targets or within a foot of them, which is invisible to everyone except yourself and your allies. This can be summoned to Cover yourself or an ally.
    • TRIGGER CONDITION: Someone steps into or a projectile is fired directly into the Magic circle.
      • This does not trigger until the end of their action.
    • TRIGGER EFFECT: The trap releases an array of binding Arcane ropes, sealing the items of whoever triggered the trap.
      • Roll your Wisdom dice vs. targets' Power -15 dice
        • Damage: None
        • EFFECT: The items held in the target's hands get the Disabled Affliction:
          • The item can not be used.
    • DURATION: This trap is consumed upon triggering.
Deception Trap
  • REQUIREMENTS: Level 30 and Light (Level: 6)
  • COST: 15 Magic
  • DESCRIPTION: Place a Magic circle of refracting Light in the air anywhere except directly on targets or within a foot of them, which is invisible to everyone except yourself and your allies. This can be summoned to Cover yourself or an ally.
    • TRIGGER CONDITION: An attack that deals damage passes through the Magic circle.
    • TRIGGER EFFECT: The trap hurls itself in the direction which the attack came from, attempting to attach itself to anyone in the way:
      • Roll your Wisdom dice vs. targets' Wisdom -10 dice
        • Damage: None
        • EFFECT: The trap sticks to the target; impairing their vision through a dazzling array of lights that apparently shifts the positions of everyone else in the battle, which only affects them:
          • Whenever the target uses an action that doesn't target themselves, they select their target(s) via $1d#, where # = Total number of participants in the turn order (excluding themselves).
          • This includes Support Spells.
    • DURATION: Once triggered and latched on, the trap remains active until dispelled or otherwise destroyed.
      • This can be dispelled as if as it is an Affliction
Frozen Trap
  • REQUIREMENTS: Level 30 and Water (Level: 6)
  • COST: 15 Magic
  • DESCRIPTION: Place a huge Magic circle of ice, large enough to encompass an entire battlefield on it's own, on the ground, which is invisible to anyone except yourself or your allies.
    • TRIGGER CONDITION: Someone attempts to use Escape from within the Magic circle.
    • TRIGGER EFFECT: The trap bends upwards and transforms into a cage of ice, which encloses an an area the size of the battlefield to prevent Escape:
      • The trap rolls it's summoner's Wisdom * 2 to determine the number of Hearts the cage has.
      • The cage of ice has Physical & Magical Armor equal to the summoner's Magical Armor.
      • Anyone who attempts to Escape from the cage has to attack the cage first.
        • If the attack reduces the cage's Hearts to 0, the cage breaks and produces many shards of ice that was once the cage collapse on everyone in the cage:
          • Roll the summoner's Wisdom dice + 20 vs targets' Courage dice.
            • Physical Damage: Halved
            • IF FAIL: Anyone who is not hit by the falling cage gets an automatic Escape.
        • Fire attacks deal double damage to the cage.
      • DURATION: This trap is consumed upon triggering.
Storm Cell Trap
  • REQUIREMENTS: Level 30 and Nature (Level: 6)
  • COST: 14 Magic
  • DESCRIPTION: Place down a large Magic circle laced with electricity on the ground on the ground anywhere except directly underneath targets or within a foot of them, which is invisible to everyone except yourself and your allies.
    • TRIGGER CONDITION: Someone uses Cover in the same room as the Magic circle.
    • TRIGGER EFFECT: The trap becomes visible to everyone and enlarges, flaring up into a large storm that strikes everyone in the room with powerful lightning bolts:
      • EFFECT: Bypasses Cover.
      • Roll the summoner's Wisdom dice +5 vs targets' Wisdom dice
        • Neutral Damage: Halved
        • EFFECT: Deals full Neutral Damage to anyone being Covered.
    • DURATION: This trap is consumed upon triggering.

Quicksand Trap
  • REQUIREMENTS: Level 20, Nature (Level: 2) and Water (Level: 2)
  • COST: 7 Magic
  • DESCRIPTION: Place a large sandy Magic circle on the ground anywhere except directly underneath targets or within a foot of them, which is invisible to everyone except yourself and your allies. This can be summoned to Cover yourself or an ally.
    • TRIGGER CONDITION: Someone steps into or a projectile is fired directly into the Magic circle.
    • TRIGGER EFFECT: The trap inexplicably liquefies the ground underneath to produce a pool of quicksand, sucking anyone who is within the Magic circle down until they are removed from the battle. 'Hits' anyone who steps within the Magic circle.
      • Roll your Wisdom dice vs. targets' Power dice
        • Damage: None
        • EFFECT: The target is pulled into the quicksand, trapping them:
          • Target can not move or perform actions that require movement, including Escape and Cover.
          • At the start of each round, target can roll their Courage or Power against the original successes of the trap's 'attack' that initially trapped them to try to escape from the trap.
          • If the target remains in the trap for three rounds; they completely sink into the quicksand, teleporting them elsewhere out of the battle.
    • DURATION: Once triggered, this trap remains active until dispelled or otherwise destroyed.
      • After the trap is dispelled, the ground that the trap liquefied suddenly returns to normal.
Mimmic Trap
  • RESTRICTIONS: You can only have one Mimmic summoned at a time.
  • REQUIREMENTS: Level 20, Nature (Level: 1) and Arcane (Level: 3).
  • COST: Up to 3*Your Level/10, rounded up Magic to summon
  • DESCRIPTION: Summon a Mimmic, accompanied with a large Magic circle centered on the ground below it anywhere except directly underneath targets or within three feet of them, which is invisible to everyone except yourself and your allies.
    • EFFECT: Upon summoning, roll the following to determine the Mimmic's stats:
      • Power: Your Wisdom + #, where # = Your total affinity levels
      • Courage: Your Courage
      • Wisdom: Your Power - #, where # = Your total affinity levels
      • Hearts: The amount of Magic spent on summoning * 2.
    • TRIGGER CONDITION: Someone steps into or a projectile is fired directly into the Magic circle or the Mimmic itself.
    • TRIGGER EFFECT: The Mimmic awakens and attacks anyone, except whoever summoned it and their allies, in its vicinity.
    • DURATION: This trap is consumed upon triggering.
      • However the Mimmic still lives on until it is killed itself, just that the Mimmic will not awaken until it is attacked or otherwise touched if the trap is disarmed before it is awoken.
Summoned Mimmic's abilities



RE: Open WIP Thread - WindStrike - 05-09-2015

Bubble Shield
  • REQUIREMENTS: Level 20 and Water (Level: 4)
  • COSTS: 10 Magic
  • DESCRIPTION: A magically enchanted bubble surrounds a target, allowing him to float around with fluffy rainbows! Wait, what?
    • EFFECT: Roll your Wisdom stat. Target gets a Bubble Shield with Hearts equal to the result of your Wisdom roll:
      • Target gains # Magical Armor, where # = your Total Affinity Levels
      • Target's spells lose their Affinity Bonuses against other targets.
      • If anyone hits the target with an attack that has Successes greater than the Bubble Shield's Hearts, the Bubble Shield pops.
        • If anyone hits the target with an attack that has Successes less than the Bubble Shield's Hearts, the attacker takes Damage from recoil (same Damage Type as his attack) equal to half his attacking Successes.
      • DURATION: Bubble Shield automatically pops after three rounds.