Dev, DM
Hello and welcome to an update that adds (I kid you not) 100 new skills, spells, and items, marking this as ZURPG's largest update yet. It also updates and reworks a few existing items and includes a few gameplay updates. Hope you enjoy this massive update!
The changes in the changelog have not been applied to their respective shops yet. However, if you want to enjoy the changes and the additions, check out the Changelog Shop. Meanwhile, the DOTA Shop has moved to the Open Market. Feel free to discuss this update below.
Site Improvement
If you have not noticed the major speed increase of the site, the site moved, and it's gloriously fast. Navi is also now 24/7, and Sephiroth is currently working to add a nifty feature to it soon.
Core Gameplay Changes
Phases
Battles are now split up into Planning Phases and Action Phases. This has been proven to severely reduce the amount of time it takes to do battles while also adding a small tactical layer of depth. We've been using this for the last month or so, but it's been officially implemented into the Rules & Knowledge Thread. If you ever need a refresher on the rules, check there.
Declaring Actions
When you query your action to the DM, please use this format:
- /me uses [Action] on [Target]. (Roll [Stat]) | $diceroll, [Damage Modifiers]
Canceling a Charge-up move
When canceling a charge-up move, there is no longer a penalty. You get the cost of it back and you're able to defend the oncoming attack. Having to do that in of itself means you just wasted an action trying to charge in the first place.
Extra Support Spell
It no longer costs an extra 50% to cast that extra support spell. Just cast it for its base cost now. Enjoy!
Enemy Tier Levels
According to the now updated Enemy Tier List, the number of innate skills per tier has gone down by 1. Why? As I've discovered rather recently, enemies don't need to be overly complex to be threatening. That, and it was getting difficult for me to handle Tier 1 enemies when DMing.
I'm aware the enemy database enemies don't follow this formatting. I'm just setting it like this for future purposes.
I'm aware the enemy database enemies don't follow this formatting. I'm just setting it like this for future purposes.
Arcane Scroll
The Arcane Scroll has been finished up and added! You can check it out in the Scroll List.
Regarding Level 30 Scrolls, they'll appear in the next update.
Regarding Level 30 Scrolls, they'll appear in the next update.
Ascended Rings
Level 20 Rings have been added to the Ring Appraisal Shop! Check 'em out, there's some cool stuff in there.
For some reason, some of the appraisal costs were equal to just outright buying them. This has been fixed.
More Ascended Rings as well as Level 30 Rings will be coming in the next update.
For some reason, some of the appraisal costs were equal to just outright buying them. This has been fixed.
More Ascended Rings as well as Level 30 Rings will be coming in the next update.
Changelog
Below is the list of changes to existing items and abilities:
Group
This attack, while it hits all enemies, does not count as targeting them, as the bomb explodes over them.
Roll your Power dice vs. targets' Power dice / Deals 3 damage
Execute:
Roll your Power dice vs. targets' Power dice / Damage increased by 2
If the attack is successful and the target has 3 Hearts or less afterwards, all Buffs on the target are removed and the target automatically dies.
Cripple:
Roll your Power -3 dice vs. targets' Power dice / Damage increased by 1
If the attack is successful, target gets the Crippled Affliction:
All of target's bonuses are nullified.
Target becomes immobilized and becomes incapable of using any action that involves moving, including Cover and Escape.
Crippled lasts until the end of your turn one round later.
Cripple:
Roll your Power -3 dice vs. targets' Power dice / Damage increased by 4
If the attack is successful, target gets the Crippled Affliction:
All of target's bonuses are nullified.
Target becomes immobilized and becomes incapable of using any action that involves moving, including Cover and Escape.
Crippled lasts until the end of your turn one round later.
Item must be fixed in order to return to full effectiveness.
Armor Smash:
Swing the Ball and Chain a target. The damage of this attack is reduced by 4 if the target defends with a shield.
Roll your Power -6 dice vs. targets' Courage dice / Damage increased by 4
If the attack is successful, target's armor gets two stacks of Armor Damage:
Armor's damage reduction are reduced by 1, down to a minimum of 0.
If the target is hit when it's at 0, the armor breaks afterwards and cannot be repaired.
Item must be fixed in order to return to full effectiveness.
Bleeding lasts for the remainder of the battle.
Stab:
Roll your Courage -3 dice vs. targets' Courage dice
If the attack is successful, target gets a stack of the Internal Bleeding Affliction:
Every time the target does an action or defends, target takes 1 bleed damage (neutral).
Internal Bleeding stacks infinitely.
Internal Bleeding lasts for the remainder of the battle.
If the attack is unsuccessful, target automatically gets to counterattack you.
Blood Evolution:
Every time you successfully hit a target with the Bloody Edge, its Blood Counter increases by 1.
Blood Counter is currently at 0/10.
When the Blood Counter reaches 10, and you are Level 10, the Bloody Edge will automatically evolve into the Deadly Edge.
Bleeding lasts for the remainder of the battle.
Reap:
Roll your Courage -2 dice vs. targets' Courage dice / Damage increased by 3
If the attack is successful and kills the target, select any Skill or Spell the target has.
You gain that Skill or Spell for the remainder of the battle.
If the target is already dead, you can use Reap on the target without having to roll.
Once a target has been Reaped, he cannot be revived for the rest of the battle.
Stab:
Costs 2 Magic
Roll your Courage -2 dice vs. targets' Courage dice / Damage increased by 3
This is considered as magic damage.
If the attack is successful, target's physical damage reduction drops to 0.
This lasts until the end of your turn one round later.
If the attack is unsuccessful, target automatically gets to counterattack you.
Can use Slice, Stab, or Counter-Spell on a target.
Slice:
Roll your Courage +3 dice vs. targets' Courage dice
If the attack is successful, target gets the Increased Cost Affliction:
The Magic Costs of the targets' spells are increased by 2 Magic.
Increased Cost lasts until the end of your turn two rounds later.
Stab:
Roll your Courage -3 dice vs. targets' Courage dice
If the attack is successful, target gets the Increased Cost Affliction. Additionally, target takes 4 neutral damage each time he casts a spell instead of 2.
Both of these effects last until the end of your turn two rounds later.
If the attack is unsuccessful, target automatically gets to counterattack you.
Counter-Spell:
Any enemy that targets you with a spell is automatically counterattacked by you with this sword.
Roll your Courage dice vs. targets' Wisdom dice
If the attack is successful, the target loses 3 Magic.
- You can now cast Support Spells while Camouflaged. Nifty.
- Steal has been buffed... again. There was a silly restriction saying you could only steal one item per battle. It's now gone.
- Hard Skin has been buffed from 1 damage reduction per 20 Hearts to 1 damage reduction per 15 Hearts.
- Stealth now makes sense, cause... I can't even explain the change. Old one was unusable
- Bombs have been reworked. They now deal static damage instead of being based on the difference in successes, and now their anti-group attack is capable of hitting things that are untargetable.
- The Axe's standard swing has a nerf... the more health on the target you just killed, the weaker the cleave is. However, it now has a new move called Execute, which pretty much insta-kills someone if their Hearts reaches a certain threshold or less. It's also anti-revival buff move.
- Smash Hammer has the Cripple move now. Good against things with lots of bonuses.
- Hammerhead has same update as Smash Hammer, just a bit stronger.
- Ball and Chain has two separate moves for hitting shields and armor. The scary part? It is capable of destroying them too.
- Bloody Edge finally got the belated sword update, as it can now Slice and Stab. It's a whole lot scarier. Oh, and its evolution now exists, so get you some Blood Counters!
- Scythe got an overall buff.
- Phase Blade now deals magical damage. That's right... Courage-based attack that's magical. It can also Slice and Stab now.
- Soul Blade no longer hurts you when someone casts a spell. Instead, you recover Magic, and it can Slice, Stab, and it retains the auto-counter against spell attacks.
- Siphoning Wand no longer has a Magic transfer cap. Also, its transfer spell is now considered as a Support Spell. Happy spamming!
- All the potions are now scaling. If you want to keep your old potions, you're welcome to, but if you want to replace them with the new ones, you're also welcome to.
Active Skills (2)
Camouflage
Shh! I'm being sneaky. Go away!When you attack someone, your roll is increased by dice equal to your (total affinity levels) * 1.5.
If the attack is unsuccessful, target gets to automatically counterattack you.
Camouflage wears off after doing an action.
Casting Support Spells will not cause Camouflage to wear off.
Camouflage lasts until the end of your turn two rounds later.
- Camouflage in with your surroundings, becoming untargetable.
- During this time, your successes when defending are decreased by 5.
- If you get hit, Camouflage is deactivated.
Update your Camouflage
Code:Select All
[box=Camouflage]
[i]Shh! I'm being sneaky. Go away![/i][list]
[*]Camouflage in with your surroundings, becoming untargetable.[list]
[*]During this time, your successes when defending are decreased by 5.[list]
[*]If you get hit, [b]Camouflage[/b] is deactivated.[/list]
[*]When you attack someone, your roll is increased by dice equal to your (total affinity levels) * 1.5.[list]
[*]If the attack is unsuccessful, target gets to automatically counterattack you.
[*][b]Camouflage[/b] wears off after doing an action.[list]
[*]Casting [i]Support Spells[/i] will not cause [b]Camouflage[/b] to wear off.[/list][/list]
[*][b]Camouflage[/b] lasts until the end of your turn two rounds later.[/list][/list][/box]
Steal
- You must have a free hand to steal an item.
- Select a target to steal from. To steal an item, you must roll the following dice rolls:
- Roll your Courage dice vs. targets' Wisdom dice / Deals no damage
- Roll your Power dice vs. targets' Wisdom dice / Deals no damage
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals no damage
- If at least two of the three attacks are successful, steal an item that's equipped by the target.
- You cannot steal an armor that is equipped.
- Unless you have two free hands available, you cannot steal a Two-Handed item.
Update your Steal
Code:Select All
[box=Steal][list]
[*]You must have a free hand to steal an item.
[*]Select a target to steal from. To steal an item, you must roll the following dice rolls:[list]
[*][dice type-a=Courage type-b=Wisdom] / Deals no damage
[*][dice type-a=Power type-b=Wisdom] / Deals no damage
[*][dice type-a=Wisdom type-b=Wisdom] / Deals no damage[list]
[*]If at least two of the three attacks are successful, steal an item that's equipped by the target.[list]
[*]You cannot steal an armor that is equipped.
[*]Unless you have two free hands available, you cannot steal a [i]Two-Handed[/i] item.[/list][/list][/list][/list][/box]
Passive Skills (2)
Hard Skin
- As you gain more Hearts, your skin hardens, protecting you against damage better.
- For every 15 Hearts that you have (Maximum), damage taken is reduced by 1.
Update your Hard Skin
Code:Select All
[box=Hard Skin][list]
[*]As you gain more [Hearts], your skin hardens, protecting you against damage better.[list]
[*]For every [Hearts]15[/Hearts] that you have (Maximum), damage taken is reduced by 1.[/list][/list][/box]
Stealth
They can't see me... and by the time they have, they'll be best friends with death.By default, you will join the initiative at the end of the first round using $init j.
- Requires Camouflage Active Skill
- Start the battle with Camouflage already active. However, your $init roll is skipped.
- You will send your action in query to the DM.
Update your Stealth
Code:Select All
[box=Stealth]
[i]They can't see me... and by the time they have, they'll be best friends with death.[/i][list]
[*]Requires [b]Camouflage[/b] Active Skill
[*]Start the battle with [b]Camouflage[/b] already active. However, your $init roll is skipped.[list]
[*]You will send your action in query to the [b]DM[/b].[/list]
[*]By default, you will join the initiative at the end of the first round using $init j.[/list][/box]
Weapons (9)
Bombs
- Amount: 1
- It's just a bomb... GET DOWN, IT'S A BOMB! Can be thrown at one target or at a group of enemies.
- Target
- Roll your Power dice vs. targets' Power dice / Deals 4 + $1d4 damage
- If the attack is unsuccessful, the bomb explodes and hits everyone, dealing 2 damage.
- Explosions use original successes of the attack. Targets roll Power to defend.
Update your Bombs
Code:Select All
[box=Bombs][list]
[*][Amount]1[/Amount]
[*]It's just a bomb... GET DOWN, IT'S A BOMB! Can be thrown at one target or at a group of enemies.[list]
[*][b]Target[/b][list]
[*][dice type-a=Power type-b=Power] / Deals 4 + $1d4 damage
[*]If the attack is unsuccessful, the bomb explodes and hits everyone, dealing 2 damage.[list]
[*]Explosions use original successes of the attack. Targets roll [Power] to defend.[/list][/list]
[*][b]Group[/b][list]
[*]This attack, while it hits all enemies, does not count as targeting them, as the bomb explodes over them.[list]
[*][dice type-a=Power type-b=Power] / Deals 3 damage[/list][/list][/list][/list][/box]
- Bombs, Level 10
- Amount: 1
- Level 10
- A larger and more powerful bomb that's bound to spell doom for its target. Can be thrown at one target or at a group of enemies.
- Target
- Roll your Power dice vs. targets' Power dice / Deals 6 + $2d4 damage
- If the attack is unsuccessful, the bomb explodes and hits everyone, dealing 4 damage.
- Explosions use original successes of the attack. Targets roll Power to defend.
- Group
- This attack, while it hits all enemies, does not count as targeting them, as the bomb explodes over them.
- Roll your Power dice vs. targets' Power dice / Deals 6 damage
Update your Bombs, Level 10Code:Select All[box=Bombs, Level 10][list]
[*][Amount]1[/Amount]
[*][Level=10]
[*]A larger and more powerful bomb that's bound to spell doom for its target. Can be thrown at one target or at a group of enemies.[list]
[*][b]Target[/b][list]
[*][dice type-a=Power type-b=Power] / Deals 6 + $2d4 damage
[*]If the attack is unsuccessful, the bomb explodes and hits everyone, dealing 4 damage.[list]
[*]Explosions use original successes of the attack. Targets roll [Power] to defend.[/list][/list]
[*][b]Group[/b][list]
[*]This attack, while it hits all enemies, does not count as targeting them, as the bomb explodes over them.[list]
[*][dice type-a=Power type-b=Power] / Deals 6 damage[/list][/list][/list][/list][/box]Bombs, Level 20- Amount: 1
- Level 20
- Now with 20% more explosives and Michael Bay death for everyone! Can be thrown at one target or at a group of enemies.
- Target
- Roll your Power dice vs. targets' Power dice / Deals 10 + $2d5 damage
- If the attack is unsuccessful, the bomb explodes and hits everyone, dealing 6 damage.
- Explosions use original successes of the attack. Targets roll Power to defend.
- Group
- This attack, while it hits all enemies, does not count as targeting them, as the bomb explodes over them.
- Roll your Power dice vs. targets' Power dice / Deals 9 damage
Update your Bombs, Level 20Code:Select All[box=Bombs, Level 20][list]
[*][Amount]1[/Amount]
[*][Level=20]
[*]Now with 20% more explosives and [s]Michael Bay[/s] death for everyone! Can be thrown at one target or at a group of enemies.[list]
[*][b]Target[/b][list]
[*][dice type-a=Power type-b=Power] / Deals 10 + $2d5 damage
[*]If the attack is unsuccessful, the bomb explodes and hits everyone, dealing 6 damage.[list]
[*]Explosions use original successes of the attack. Targets roll [Power] to defend.[/list][/list]
[*][b]Group[/b][list]
[*]This attack, while it hits all enemies, does not count as targeting them, as the bomb explodes over them.[list]
[*][dice type-a=Power type-b=Power] / Deals 9 damage[/list][/list][/list][/list][/box]Bombs, Level 30- Amount: 1
- Level 30
- Packed as densely as possible with copious amounts of explosive powder, this is sure to leave a hole in whatever its unfortunate target is. Can be thrown at one target or at a group of enemies.
- Target
- Roll your Power dice vs. targets' Power dice / Deals 14 + $2d6 damage
- If the attack is unsuccessful, the bomb explodes and hits everyone, dealing 8 damage.
- Explosions use original successes of the attack. Targets roll Power to defend.
- Group
- This attack, while it hits all enemies, does not count as targeting them, as the bomb explodes over them.
- Roll your Power dice vs. targets' Power dice / Deals 12 damage
Update your Bombs, Level 30Code:Select All[box=Bombs, Level 30][list]
[*][Amount]1[/Amount]
[*][Level=30]
[*]Packed as densely as possible with copious amounts of explosive powder, this is sure to leave a hole in whatever its unfortunate target is. Can be thrown at one target or at a group of enemies.[list]
[*][b]Target[/b][list]
[*][dice type-a=Power type-b=Power] / Deals 14 + $2d6 damage
[*]If the attack is unsuccessful, the bomb explodes and hits everyone, dealing 8 damage.[list]
[*]Explosions use original successes of the attack. Targets roll [Power] to defend.[/list][/list]
[*][b]Group[/b][list]
[*]This attack, while it hits all enemies, does not count as targeting them, as the bomb explodes over them.[list]
[*][dice type-a=Power type-b=Power] / Deals 12 damage[/list][/list][/list][/list][/box] - Amount: 1
Axe
- A sharp, Two-Handed axe that can kill multiple targets in a single strike, or instantly kill someone with low health. Can use Cleave or Execute a target.
- Cleave:
- Roll your Power dice vs. targets' Power dice / Damage increased by 2
- If the hit kills a target, you can have the attack continue to go through to another enemy at the same success rate -#, where # = the Current Hearts of the previous target prior to hitting him.
- This continues until the hit misses or doesn't kill a target.
Update your Axe
Code:Select All
[box=Axe][list]
[*]A sharp, [i]Two-Handed[/i] axe that can kill multiple targets in a single strike, or instantly kill someone with low health. Can use [b]Cleave[/b] or [b]Execute[/b] a target.[list]
[*][b]Cleave[/b]:[list]
[*][dice type-a=Power type-b=Power] / Damage increased by 2
[*]If the hit kills a target, you can have the attack continue to go through to another enemy at the same success rate -#, where # = the Current [Hearts] of the previous target prior to hitting him.[list]
[*]This continues until the hit misses or doesn't kill a target.[/list][/list]
[*][b]Execute[/b]:[list]
[*][dice type-a=Power type-b=Power] / Damage increased by 2
[*]If the attack is successful and the target has [Hearts]3[/Hearts] or less afterwards, all [u]Buffs[/u] on the target are removed and the target automatically dies.[/list][/list][/list][/box]
Smash Hammer
- Slightly larger than a Sledge Hammer, this hammer disables its targets. Can Whack a target or use Cripple on a target.
- Whack!:
- Roll your Power dice vs. targets' Power dice / Damage increased by 1
- If the attack is successful and the target is using a shield, the shield's bonuses and effects are nullified.
- This lasts until the end of your turn one round later.
Update your Smash Hammer
Code:Select All
[box=Smash Hammer][list]
[*]Slightly larger than a [b]Sledge Hammer[/b], this hammer disables its targets. Can [b]Whack[/b] a target or use [b]Cripple[/b] on a target.[list]
[*][b]Whack![/b]:[list]
[*][dice type-a=Power type-b=Power] / Damage increased by 1
[*]If the attack is successful and the target is using a shield, the shield's bonuses and effects are nullified.[list]
[*]This lasts until the end of your turn one round later.[/list][/list]
[*][b]Cripple[/b]:[list]
[*][dice type-a=Power amount-a=-3 type-b=Power] / Damage increased by 1
[*]If the attack is successful, target gets the [b]Crippled[/b] [u]Affliction[/u]:[list]
[*]All of target's bonuses are nullified.
[*]Target becomes immobilized and becomes incapable of using any action that involves moving, including [b]Cover[/b] and [b]Escape[/b].[/list]
[*][b]Crippled[/b] lasts until the end of your turn one round later.[/list][/list][/list][/box]
Hammerhead
- Level 10
- With enough power to disintegrate a rock, this hammer is sure to leave quite a dent in anything it hits. Can Whack a target or Cripple a target.
- Whack!:
- Roll your Power +1 dice vs. targets' Power dice / Damage increased by 3
- If the attack is successful and the target is using a shield, the shield's bonuses and effects are nullified.
- This lasts until the end of your turn one round later.
Update your Hammerhead
Code:Select All
[box=Hammerhead][list]
[*][Level=10]
[*]With enough power to disintegrate a rock, this hammer is sure to leave quite a dent in anything it hits. Can [b]Whack[/b] a target or [b]Cripple[/b] a target.[list]
[*][b]Whack![/b]:[list]
[*][dice type-a=Power amount-a=+1 type-b=Power] / Damage increased by 3
[*]If the attack is successful and the target is using a shield, the shield's bonuses and effects are nullified.[list]
[*]This lasts until the end of your turn one round later.[/list][/list]
[*][b]Cripple[/b]:[list]
[*][dice type-a=Power amount-a=-3 type-b=Power] / Damage increased by 4
[*]If the attack is successful, target gets the [b]Crippled[/b] [u]Affliction[/u]:[list]
[*]All of target's bonuses are nullified.
[*]Target becomes immobilized and becomes incapable of using any action that involves moving, including [b]Cover[/b] and [b]Escape[/b].[/list]
[*][b]Crippled[/b] lasts until the end of your turn one round later.[/list][/list][/list]
Ball and Chain
- Level 10 and 25 Base Power
- A chain attached to a massive, spiked ball, this plows through defenses and can even destroy them. Can use Shield Smash or Armor Smash on a target.
- Shield Smash:
- Target someone's shield and swing the Ball and Chain at it, dealing neutral damage.
- Roll your Power -4 dice vs. targets' Power dice / Damage is halved
- If the attack is successful, target's shield gets two stacks of Shield Damage:
- Shield's bonus dice when defending are reduced by 1, down to a minimum of 0.
- If the target defends against any attack with the shield when it's at 0 (successful or not), the shield breaks afterwards and cannot be repaired.
Update your Ball and Chain
Code:Select All
[box=Ball and Chain][list]
[*][Level=10] and 25 Base [Power]
[*]A chain attached to a massive, spiked ball, this plows through defenses and can even destroy them. Can use [b]Shield Smash[/b] or [b]Armor Smash[/b] on a target.[list]
[*][b]Shield Smash[/b]:[list]
[*]Target someone's shield and swing the [b]Ball and Chain[/b] at it, dealing neutral damage.[list]
[*][dice type-a=Power amount-a=-4 type-b=Power] / Damage is halved
[*]If the attack is successful, target's shield gets two stacks of [b]Shield Damage[/b]:[list]
[*]Shield's bonus dice when defending are reduced by 1, down to a minimum of 0.[list]
[*]If the target defends against any attack with the shield when it's at 0 (successful or not), the shield breaks afterwards and cannot be repaired.[/list]
[*]Item must be fixed in order to return to full effectiveness.[/list][/list][/list]
[*][b]Armor Smash[/b]:[list]
[*]Swing the [b]Ball and Chain[/b] a target. The damage of this attack is reduced by 4 if the target defends with a shield.[list]
[*][dice type-a=Power amount-a=-6 type-b=Courage] / Damage increased by 4
[*]If the attack is successful, target's armor gets two stacks of [b]Armor Damage[/b]:[list]
[*]Armor's damage reduction are reduced by 1, down to a minimum of 0.[list]
[*]If the target is hit when it's at 0, the armor breaks afterwards and cannot be repaired.[/list]
[*]Item must be fixed in order to return to full effectiveness.[/list][/list][/list][/list][/list]
Bloody Edge
- It's a Razor Sword that won't go dull over time! The blood stained from its victims may evolve it into something deadlier. Can use Slice or Stab on a target.
- Slice:
- Roll your Courage dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, target gets two stacks of the Bleeding Affliction:
- Target takes 1 bleed damage (neutral) at the start of each round.
- Bleeding stacks infinitely.
Update your Bloody Edge
Code:Select All
[box=Bloody Edge][list]
[*]It's a Razor Sword that won't go dull over time! The blood stained from its victims may evolve it into something deadlier. Can use [b]Slice[/b] or [b]Stab[/b] on a target.[list]
[*][b]Slice[/b]:[list]
[*][dice type-a=Courage type-b=Courage] / Damage is halved
[*]If the attack is successful, target gets two stacks of the [b]Bleeding[/b] [u]Affliction[/u]:[list]
[*]Target takes 1 bleed damage (neutral) at the start of each round.
[*][b]Bleeding[/b] stacks infinitely.[/list]
[*][b]Bleeding[/b] lasts for the remainder of the battle.[/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage amount-a=-3 type-b=Courage]
[*]If the attack is successful, target gets a stack of the [b]Internal Bleeding[/b] [u]Affliction[/u]:[list][list]
[*]Every time the target does an action or defends, target takes 1 bleed damage (neutral).
[*][b]Internal Bleeding[/b] stacks infinitely.[/list]
[*][b]Internal Bleeding[/b] lasts for the remainder of the battle.[/list]
[*]If the attack is unsuccessful, target automatically gets to counterattack you.[/list]
[*][b]Blood Evolution[/b]:[list]
[*]Every time you successfully hit a target with the [b]Bloody Edge[/b], its [b]Blood Counter[/b] increases by 1.[list]
[*]Blood Counter is currently at 0/10.
[*]When the [b]Blood Counter[/b] reaches 10, and you are [i]Level 10[/i], the [b]Bloody Edge[/b] will automatically evolve into the [b]Deadly Edge[/b].[/list][/list][/list][/list][/box]
Scythe
- A large, Two-Handed scythe with a black blade reeks of death. Can use Slice or Reap on a target.
- Slice:
- Roll your Courage +1 dice vs. targets' Courage dice / Damage increased by 1
- If the attack is successful, target gets two stacks of the Bleeding Affliction:
- Target takes 1 bleed damage (neutral) at the start of each round.
- Bleeding stacks infinitely.
Update your Scythe
Code:Select All
[box=Scythe][list]
[*]A large, [i]Two-Handed[/i] scythe with a black blade reeks of death. Can use [b]Slice[/b] or [b]Reap[/b] on a target.[list]
[*][b]Slice[/b]:[list]
[*][dice type-a=Courage amount-a=+1 type-b=Courage] / Damage increased by 1
[*]If the attack is successful, target gets two stacks of the [b]Bleeding[/b] [u]Affliction[/u]:[list]
[*]Target takes 1 bleed damage (neutral) at the start of each round.
[*][b]Bleeding[/b] stacks infinitely.[/list]
[*][b]Bleeding[/b] lasts for the remainder of the battle.[/list]
[*][b]Reap[/b]:[list]
[*][dice type-a=Courage amount-a=-2 type-b=Courage] / Damage increased by 3
[*]If the attack is successful and kills the target, select any [b]Skill[/b] or [b]Spell[/b] the target has.[list]
[*]You gain that [b]Skill[/b] or [b]Spell[/b] for the remainder of the battle.
[*]If the target is already dead, you can use [b]Reap[/b] on the target without having to roll.
[*]Once a target has been [b]Reaped[/b], he cannot be revived for the rest of the battle.[/list][/list][/list][/list][/box]
Phase Blade
- Level 10
- The blade phases through physical beings, ignoring damage reduction, though the cut is still felt. Can Slice or Stab a target.
- Slice:
- Costs 1 Magic
- Roll your Courage +2 dice vs. targets' Courage dice / Damage increased by 1
- This is considered as magic damage.
Update your Phase Blade
Code:Select All
[box=Phase Blade][list]
[*][Level=10]
[*]The blade phases through physical beings, ignoring damage reduction, though the cut is still felt. Can [b]Slice[/b] or [b]Stab[/b] a target.[list]
[*][b]Slice[/b]:[list]
[*]Costs [Magic]1[/Magic]
[*][dice type-a=Courage amount-a=+2 type-b=Courage] / Damage increased by 1
[*]This is considered as magic damage.[/list]
[*][b]Stab[/b]:[list]
[*]Costs [Magic]2[/Magic]
[*][dice type-a=Courage amount-a=-2 type-b=Courage] / Damage increased by 3
[*]This is considered as magic damage.
[*]If the attack is successful, target's physical damage reduction drops to 0.[list]
[*]This lasts until the end of your turn one round later.[/list]
[*]If the attack is unsuccessful, target automatically gets to counterattack you.[/list][/list][/list][/box]
Soul Blade
- Level 10
- A hollow blade with various markings on it. It passively zaps spellcasters.
- Every time an enemy casts a spell, he takes 2 neutral damage and you recover 1 Magic.
Update your Soul Blade
Code:Select All
[box=Soul Blade][list]
[*][Level=10]
[*]A hollow blade with various markings on it. It passively zaps spellcasters.[list]
[*]Every time an enemy casts a spell, he takes 2 neutral damage and you recover [Magic]1[/Magic].[/list]
[*]Can use [b]Slice[/b], [b]Stab[/b], or [b]Counter-Spell[/b] on a target.[list]
[*][b]Slice[/b]:[list]
[*][dice type-a=Courage amount-a=+3 type-b=Courage]
[*]If the attack is successful, target gets the [b]Increased Cost[/b] [u]Affliction[/u]:[list]
[*]The [Magic] Costs of the targets' spells are increased by [Magic]2[/Magic].[/list]
[*][b]Increased Cost[/b] lasts until the end of your turn two rounds later.[/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage amount-a=-3 type-b=Courage]
[*]If the attack is successful, target gets the [b]Increased Cost[/b] [u]Affliction[/u]. Additionally, target takes 4 neutral damage each time he casts a spell instead of 2.[list]
[*]Both of these effects last until the end of your turn two rounds later.[/list]
[*]If the attack is unsuccessful, target automatically gets to counterattack you.[/list]
[*][b]Counter-Spell[/b]:[list]
[*]Any enemy that targets you with a spell is automatically counterattacked by you with this sword.[list]
[*][dice type-a=Courage type-b=Wisdom]
[*]If the attack is successful, the target loses [Magic]3[/Magic].[/list][/list][/list][/list][/box]
Siphoning Wand
Souls... give me your SOULS!Transfer:
Fire a light beam of magic from your wand to a target, and transfer any amount of your Magic to that target.
This counts as a Support Spell.
- Level 10
- While it doesn't have much power, it makes up for being able to siphon Magic from its targets. Can use Siphoning Strike or Transfer.
- Siphoning Strike:
- Fires a magical beam of energy from the wand to a target.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, you can siphon Magic from the target to you or another target up to an amount equal to the damage dealt.
Update your Siphoning Wand
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[box=Siphoning Wand]
[i]Souls... give me your SOULS![/i][list]
[*][Level=10]
[*]While it doesn't have much power, it makes up for being able to siphon [Magic] from its targets. Can use [b]Siphoning Strike[/b] or [b]Transfer[/b].[list]
[*][b]Siphoning Strike[/b]:[list]
[*]Fires a magical beam of energy from the wand to a target.[list]
[*][dice type-a=Wisdom amount-a=+6 type-b=Wisdom] / Damage is halved
[*]If the attack is successful, you can siphon [Magic] from the target to you or another target up to an amount equal to the damage dealt.[/list][/list]
[*][b]Transfer[/b]:[list]
[*]Fire a light beam of magic from your wand to a target, and transfer any amount of your [Magic] to that target.
[*]This counts as a [i]Support Spell[/i].[/list][/list][/list][/box]
Bottles (3)
Red Potion
- Amount: 1
- A light red liquid that gives you health back when you drink it. So what's in it anyways?
- Restores your Hearts by 4 * your total affinity levels.
Update your Red Potion
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[box=Red Potion][list]
[*][Amount]1[/Amount]
[*]A light red liquid that gives you health back when you drink it. So what's in it anyways?[list]
[*]Restores your [Hearts] by 4 * your total affinity levels.[/list][/list][/box]
Green Potion
- Amount: 1
- A light green liquid that restores your magical powers when you drink it. This isn't actually poison, is it?
- Restores your Magic by 4 * your total affinity levels.
Update your Green Potion
Code:Select All
[box=Green Potion][list]
[*][Amount]1[/Amount]
[*]A light green liquid that restores your magical powers when you drink it. This isn't actually poison, is it?[list]
[*]Restores your [Magic] by 4 * your total affinity levels.[/list][/list][/box]
Blue Potion
- Amount: 1
- A light blue liquid that gives you health and magic back when you drink it. Just like Romulan Ale blueberry juice!
- Restores your Hearts and Magic by 2 * your total affinity levels.
Update your Blue Potion
Code:Select All
[box=Blue Potion][list]
[*][Amount]1[/Amount]
[*]A light blue liquid that gives you health and magic back when you drink it. Just like [s]Romulan Ale[/s] blueberry juice![list]
[*]Restores your [Hearts] and [Magic] by 2 * your total affinity levels.[/list][/list][/box]
Additions
Inclusive of the new Ascended Rings, enjoy a list of 100 new spells, skills, and items.
A powerful wave constantly pushes outwards from you, affecting everyone else's attacks depending on the proximity:
When someone attacks you or your allies in melee combat, he loses 4 dice when attacking.
When someone attacks any of your enemies in melee combat, he loses 2 dice when attacking.
Only one Repulsion Aura may be active at a time. When you successfully hit someone with a single-target attack, roll $#d6, where # = the number of different affinities you have.
If the result is a 6, select one of the target's affinities and siphon one level of that affinity from him.
Diamond Frost lasts until the end of your turn two rounds later.
Decrepified lasts until the end of your turn one round later.
Afterwards, the corpse cannot be revived during the battle, and the target does not automatically revive at the end of the battle with 1 Heart.
Missing Power lasts for the remainder of the battle.
Disarray lasts until the end of your turn one round later.
Radio Wipeout lasts until the end of your turn two rounds later.
If the fire is already ignited, hitting him again with another Fire attack will not cause the effect to stack.
Oiled! lasts until the end of your turn two rounds later.
Costs 7 Magic
Fire a bright flash of light filled with sparks at all enemies, dealing minor damage at first.
Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals 3 burn damage (neutral).
If the attack is successful, target(s) gets the Sparked Light Affliction:
At the start of each round, the sparks ignite beneath the targets' feet and set off sparks of lightning in the air, both burning and zapping the target.
Target takes 3 burn damage (neutral) and takes shock damage (neutral) equal his bonus defending dice.
The light is burnt into the target's eyes, causing him to lose 3 dice when attacking.
Sparked Light lasts until the end of your turn two rounds later.
Costs 8 Magic
Cause a target's flesh to rot and burn.
Roll your Wisdom +8 dice vs. targets' Wisdom dice / Deals burn damage (neutral)
If the attack is successful, target gets the Rotting Flesh Affliction:
Target takes 6 poison damage (neutral) at the start of each round.
Target's allies are affected by the smell from Rotting Flesh, and they lose 4 successes on attacking and defending.
When the target dies, the corpse decomposes entirely and cannot be revived.
Rotting Flesh lasts for the remainder of the battle.
Any effects last for the remainder of the battle.
Defrost lasts until the end of your turn two rounds later.
At the start of each of his turns, he rolls his base Wisdom stat. The successes are added to a counter.
When that counter reaches an amount equal to his Maximum Hearts, the target emerges from the cocoon and revives with Maximum Hearts.
Immortal Flames lasts until target is revived or the cocoon dies.
Returning Tide lasts until the end of your turn two rounds later.
The allies' corpses you sapped do not automatically revive at the end of the battle with 1 Heart.
If the target is hit by any damage, it dies, and the target reverts back to a corpse.
If the target is healed in any way, it sprouts into a tree. The tree blossoms and causes the original target to revive with Hearts equal to the amount he was healed by.
Wasteland lasts until the end of your turn two rounds later.
Delayed Recovery lasts until it's used, even if Recovery Orb is wiped.
Recovery Orb lasts for the next two rounds.
Transcendence lasts until the target dies.
Fortified lasts for the remainder of the battle. Blinding Reflection lasts until the end of your turn two rounds later.
At the end of each round, all players without Light affinity take # burn damage (neutral), where # = the number of remaining Field Effects * 3.
Realm of Light lasts for the remainder of the battle.
Revival Leech lasts for the remainder of the battle or when either the target or caster dies.
The cloud lasts for the remainder of the battle or until it runs out of Hearts.
Delayed Revival lasts for the remainder of the battle.
Quick Strike lasts until the end of your turn two rounds later.
Mirror lasts until it is activated once.
Flake lasts for the remainder of the battle. Mass Spells lasts until the end of your turn two rounds later.
Recover:
Costs 5 Magic
Absorb an orb to recover 10 Hearts and wipe a non-stacking Affliction.
Alternatively, you can choose to wipe all stacks of a stacking Affliction.
Fling:
Costs 5 Magic
Fling an orb at a target.
Roll your Wisdom +5 dice vs. targets' Wisdom dice
If the attack is successful, transfer an Affliction you have to that target, resetting the duration of the Affliction.
Anyone with Arcane affinity can use the above abilities for no Magic cost.
Throw:
You can equip the Javelin with one hand, but if you do, you can only Throw it.
Roll your Power dice vs. targets' Courage dice / Damage increased by 4
If the attack is successful, the javelin stays impaled in the target.
Every time the target is hit, the javelin causes the target to take 1 extra bleed damage (neutral).
Target or someone else may attempt to pull the javelin out by rolling Power against the attack's successes, and if successful, the javelin is pulled out, causing the target to take 2 bleed damage (neutral).
If the attack is unsuccessful, anyone can spend an action to pick it up and equip it.
Throw:
You can equip the Glass Javelin with one hand, but if you do, you can only Throw it.
Roll your Power +4 dice vs. targets' Courage dice
If the attack is successful, the Glass Javelin stays impaled in the target.
At the start of each round, the glass violently shakes inside the target's body, causing 2 bleed damage (neutral).
Every time the target is hit, the javelin causes the target to take 1 extra bleed damage (neutral).
Target or someone else may attempt to pull the javelin out by rolling Power against the attack's successes, and if successful, the javelin is pulled out, causing the target to take 3 bleed damage (neutral).
If the attack is unsuccessful, the Glass Javelin shatters upon contact with the ground.
Throw:
You can equip the Javeline with one hand, but if you do, you can only Throw it.
Roll your Power dice vs. targets' Courage dice / Damage increased by 3
If the attack is successful, the Javeline stays impaled in the target.
Every time the target is hit, the Javeline causes the target to take 1 extra bleed damage (neutral).
Every time someone covering the target attempts to defend, the other end of the Javeline pokes the one covering, causing 2 bleed damage (neutral).
Target or someone else may attempt to pull the javelin out by rolling Power against the attack's successes, and if successful, the javelin is pulled out, causing the target to take 3 bleed damage (neutral).
If the attack is unsuccessful, you can immediately pick it back up and throw it at a different target using the other end with -4 successes.
If that attack is unsuccessful, anyone can spend an action to pick it up and equip it.
Slam the Ground:
Bring your mighty hammer down upon the ground, sending a quake that ripples through the ground and hits all enemies.
Roll your Power dice vs. targets' Wisdom dice / Deals 2 damage
If the attack is successful, target(s) hit get the Shaken Affliction:
Target's dice when attacking are reduced by 2.
Shaken lasts until the end of your turn one round later.
Execute:
Roll your Power dice vs. targets' Power dice / Damage increased by 3
If the attack is successful and the target has 5 Hearts or less afterwards, all Buffs on the target are removed and the target automatically dies.
Ground Slam:
Slam the ground with your maul, causing a rumble through the ground, hitting everyone else.
Roll your Power +2 dice vs. targets' Power dice / Damage is halved
The attack will deal a maximum of 4 damage (excluding damage reduction) to your allies.
Ground Slam:
Slam the ground with your maul, causing the ground to partially rupture, hitting everyone else.
Roll your Power +5 dice vs. targets' Power dice / Damage is halved
The attack will deal a maximum of 5 damage (excluding damage reduction) to your allies.
Rumble:
Lightly hit the ground with your maul. The ground itself plants you and your allies in place.
While ground, you cannot use any actions that involve moving. This involves Cover and Escape.
However, while defending, your dice are increased by 5 dice.
Rumble lasts until you choose to end it. You can end it at any time for no action cost.
Ground Slam:
Slam the ground with your maul, causing the ground to partially rupture, hitting everyone else.
Roll your Power +8 dice vs. targets' Power dice / Damage is halved
The attack will deal a maximum of 6 damage (excluding damage reduction) to your allies.
Rumble:
Lightly hit the ground with your maul. The ground itself plants you and your allies in place.
While ground, you cannot use any actions that involve moving. This involves Cover and Escape.
However, while defending, your dice are increased by 7 dice.
Rumble lasts until you choose to end it. You can end it at any time for no action cost.
A small, but extremely heavy hammer made from some of the strongest metals that causes tremors on hit. Can use Whack or Power Shot on a target.
Whack!:
Roll your Power dice vs. targets' Power dice / Damage increased by 6
If the attack is successful, target gets the Shaky Affliction:
Target becomes extremely shaky and is unable to hold items in his hands.
The items automatically become unequipped, but not dropped.
Shaky lasts until the end of your turn one round later.
Power Shot:
Roll your Power +4 dice vs. targets' Power dice / Damage increased by 6
If the attack is successful, target gets the Heavy Tremors Affliction:
Heavy tremors rumble through the target, lowering the target's strength.
Target's Power is reduced by 8, and any items he can wield by hand have increased Power requirements by 16.
This stacks infinitely.
Heavy Tremors lasts for the remainder of the battle.
Target's Magic costs are increased by 2.
This stacks infinitely.
Skull Bash lasts for the remainder of the battle.
Ground Slam:
Slam the ground with all your might by rolling half of your base Power.
Your hammer sends echoes of your Power to you and your allies, causing all of you to gain Power equal to half of the result.
This lasts for the remainder of the battle.
While under this effect, target's Current Hearts and Magic can exceed their Maximum.
When this effect ends, the amount of Hearts and Magic that were switched return. This counts as Recovery Effect.
Equalizer lasts until the end of your turn two rounds later.
Bleeding lasts for the remainder of the battle.
Reap:
Roll your Courage -2 dice vs. targets' Courage dice / Damage increased by 5
If the attack is successful and kills the target, select any Skill or Spell the target has.
You gain that Skill or Spell for the remainder of the battle.
If the target is already dead, you can use Reap on the target without having to roll.
Once a target has been Reaped, he cannot be revived for the rest of the battle.
Aura Cut:
Roll your Courage +4 dice vs. targets' Wisdom dice
If the attack is successful, sever an Aura the target is emitting.
Target takes additional neutral damage equal to the Level requirement of the Aura / 5.
The Aura remains severed for the remainder of the battle.
Bleeding lasts for the remainder of the battle.
If both attacks are successful, target gets five stacks of the Bleeding Affliction.
Whirlwind:
When you are being attacked by a spell, you can spin the Dual Scythe rapidly to stave off the attack.
Your successes when defending are increased by 5.
If you are successful, the spell disperses into your Dual Scythe, allowing you to store it and use it once at a later time.
You can store up to one spell into your Dual Scythe. If you try to store another, it will overwrite the previous one.
Dispersal Wave:
Costs 5 Magic
Select one Affliction you have (and all stacks of it) and completely transfer it into a magical wave of energy, hitting all enemies.
Roll your Wisdom +5 dice vs. targets' Wisdom dice / Deals no damage
If the attack is successful, caster loses that Affliction (and all stacks of it) while target(s) hit receive that Affliction (and all stacks of it).
The duration of the Affliction is reset.
This stacks infinitely.
Gold Dust Poisoning lasts for the remainder of the battle or until it explodes.
Stab:
Roll your Courage dice vs. targets' Courage dice / Damage increased by 8
If the attack is successful, target gets two stacks of the Gold Dust Poisoning Affliction.
If the attack is unsuccessful, target automatically gets to counterattack you.
Attack Switch lasts until the end of your turn two rounds later or until after his next attack.
Defense Switch:
Costs 3 Magic
Roll your Wisdom dice vs. targets' Wisdom dice / Deals no damage
If the attack is successful, target gets the Defense Switch Status Effect:
The next time the target is attacked, his highest and lowest base stats are swapped.
This only includes Power, Courage, and Wisdom.
Defense Switch lasts until the end of your turn one round later or until after he's next attacked.
If either of these are targeted at yourself or an ally, the roll is skipped, and it's considered as using a Support Spell.
Blocked Recovery lasts until the end of your turn two rounds later.
Revival Block:
Roll your Wisdom dice vs. targets' Wisdom dice / Deals no damage
If the attack is successful, target gets the Revival Block Affliction:
Target cannot be revived in any way.
Revival Block will stay on the target even after he dies.
Revival Block lasts until the end of your turn two rounds later.
Can use Blinding Strike on a target or cast Lightshow.
Blinding Strike:
Roll your Wisdom +5 dice vs. targets' Wisdom dice / Deals 2 burn damage (neutral)
If the attack is successful, target's next attack has a chance to miss.
Target rolls $1d3. If it is a 1, the attack automatically misses.
This lasts until the end of your turn one round later or until after the target's next attack.
Lightshow:
Costs 3 Magic
Increase the intensity of your wands magical Light, pushing away all darkness in the area. This counts as using a Support Spell.
Its Passive ability increases in power, causing anyone without Light affinity to lose 2 successes when attacking.
Everyone loses 1 Shadow affinity level.
All forms of Shadowosken are negated.
This lasts until the end of your turn two rounds later. Alternatively, you can choose to end it at any time for no action cost.
Leech Burn lasts for the remainder of the battle.
Searing Brand:
Remove Leech Burn from a target and convert it into a bright flame which sears a target.
Roll your Wisdom +5 dice vs. targets' Wisdom dice / Deals # * 2 burn damage (neutral)
# = the total amount of burn damage stored from Leech Burn
If the attack is successful, you recover Magic equal to the total amount of burn damage stored from Leech Burn.
Can use Status Copy or Status Transfer on a target.
Status Copy:
Roll your Wisdom dice vs. targets' Wisdom dice / Damage is halved
If the attack is successful, the ethereal water flows around the field. Choose one of the following:
Select one Buff that you or your allies has and give any target a copy of that Buff, including all stacks of it.
Select one Affliction that you or your allies has, and give the target you just hit a copy of that Affliction, including all stacks of it.
Status Transfer:
Roll your Wisdom dice vs. targets' Power dice / Deals no damage
If the attack is successful, the ethereal water taps into the target. Choose one of the following:
Select a Buff the target has and transfer the Buff and all of its stacks to another target. This also resets the duration on the Buff.
Select an Affliction that you have and transfer the Affliction to the target and all of its stacks. This also resets the duration on the Buff.
Storm Tunnel lasts for the remainder of the battle or until Storm Wand is unequipped.
When you hit multiple targets at once, you recover Magic equal to the number of targets hit.
Breaks after use in 3 battles.
Amount: 0 Battles.
When you reach 0 Magic, your possession is over and both you and the target return to being dead, and you cannot use the effect of Grave Ring for the remainder of the battle.
Breaks after use in 3 battles.
Amount: 0 Battles.
This ring breaks after use in 3 battles.
Amount: 0 Battles.
Breaks after use in 3 battles.
Amount: 0 Battles.
Breaks after use in 3 battles.
Amount: 0 battles.
Breaks after use in 3 battles.
Amount: 0 battles.
Breaks after use in 3 battles.
Amount: 0 battles.
Breaks after use in 3 battles.
Amount: 0 Battles.
Active Skills (2)
Absorb
- Costs 1 Magic
- Grab a target and absorb some Magic from him.
- Roll your Power dice vs. targets' Courage dice / Deals no damage
- If the attack is successful, siphon Magic from the target equal to the difference in successes.
Escape Teleport
- Level 10
- Costs 3 Magic
- You can use this to teleport to a spot up to 20 feet away or use it in battle when defending.
- When you are attacked, you can override the defending roll with your Wisdom stat.
- Afterwards, your Wisdom stat is lowered by an amount equal to the difference in successes.
- This lasts for the remainder of the battle.
Passive Skills (7)
Calm
- Your mental state remains calm, helping prevent changes to your stats.
- Any effects that would lower your Power, Courage, or Wisdom stats are halved.
- However, the effects' durations (specifically the stat changes only and not any effects they're associated with) are altered to last for the remainder of the battle.
Affinity Level-Up
- Increase the level of one of your affinities by 1.
- Your [Affinity] level is being increased by 1.
- Affinity Level-Up, AlphaCosts 450 Rupees to buy.
- Level 10
- Increase the level of one of your affinities by 1.
- Reduce the Level requirements of all spells for that affinity by 5 Levels.
- This does not include affinity requirements.
- Your [Affinity] level is being increased by 1.
Affinity Level-Up, Beta- Level 20
- Increase the level of one of your affinities by 1.
- Reduce the Level requirements of all spells for that affinity by 5 Levels.
- This does not include affinity requirements.
- Your [Affinity] level is being increased by 1.
- Level 10
Re-Stealth
Stay stealthy, my friend.
- Level 10, the Camouflage Active Skill, and the Stealth Passive Skill
- When you successfully attack someone while Camouflaged, you keep Camouflage instead of it wearing off.
Counter Window
- Level 10
- When you successfully defend an attack, if the difference in successes is between 5 and 10 (inclusive), you get to automatically counterattack the attacker.
- Counter Window, BetaCosts 800 Rupees to buy.
- Level 20
- When you successfully defend an attack, if the difference in successes is between 10 and 15 (inclusive), you get to automatically counterattack the attacker.
Counter Window, Gamma- Level 30
- When you successfully defend an attack, if the difference in successes is between 15 and 20 (inclusive), you get to automatically counterattack the attacker.
- Level 20
Guardian Shield
- Requires Arcane (Level: 1)
- When an ally takes damage, you can use a part of your Magic to protect that ally.
- Expend Magic equal to the amount of damage you want to reduce, up to a maximum of 4 Magic.
- Guardian Shield, Alpha
- Level 10 and Arcane (Level: 2)
- When an ally takes damage, you can use a part of your Magic to protect that ally.
- Expend Magic equal to the amount of damage you want to reduce, up to a maximum of 5 Magic.
Guardian Shield, Beta- Level 20 and Arcane (Level: 3)
- When an ally takes damage, you can use a part of your Magic to protect that ally.
- Expend Magic equal to the amount of damage you want to reduce, up to a maximum of 7 Magic.
Guardian Shield, Gamma- Level 30 and Arcane (Level: 4)
- When an ally takes damage, you can use a part of your Magic to protect that ally.
- Expend Magic equal to the amount of damage you want to reduce, up to a maximum of 9 Magic.
- Level 10 and Arcane (Level: 2)
Repulsion Aura
- Level 10 and Arcane (Level: 3)
- Costs 2 Magic to maintain at the start of each round
- If you do not pay this cost, Repulsion remains off for the remainder of the battle and cannot be turned back on until the battle is over.
- Super Repulsion Aura
- Level 30 and Arcane (Level: 4)
- Costs 3 Magic to maintain at the start of each round
- If you do not pay this cost, Repulsion remains off for the remainder of the battle and cannot be turned back on until the battle is over.
- A powerful wave constantly pushes outwards from you, affecting everyone else's attacks depending on the proximity:
- When someone attacks you or your allies in melee combat, he loses 6 dice when attacking.
- When someone attacks any of your enemies in melee combat, he loses 3 dice when attacking.
- Only one Repulsion Aura may be active at a time.
- Level 30 and Arcane (Level: 4)
Elemental Drain
- 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.
Offensive Spells (23)
Melta Beam
- Level 20 and Fire (Level: 4)
- Costs 6 Magic
- Fire a channeled beam of fire at a target that increasingly gets hotter over time.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals 9 burn damage (neutral)
- If the attack is successful, the beam stays stable, and you take 3 burn damage (neutral) on both your turns and his turns.
- Target takes burn damage (neutral) on your turns and his turns equal to the total amount of burn damage you've taken from Melta Beam.
- If you attack or defend while the beam is channeling, the beam is cancelled.
PSI Desolate
(This replaces PSI Flare)
- Level 30 and Fire (Level: 5)
- Costs 1 Magic
- Fire an intensely hot beam of fire at one target.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage increased by 4 burn damage (neutral)
Null Channel
- Level 20 and Water (Level: 4)
- Costs 6 Magic
- Fire a channeled beam of water at a target.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, the beam stays stable, and all of target's current Buffs are temporarily nullified.
- Additionally, target cannot receive Buffs in any way so long as the beam stays stable.
- If you attack or defend while the beam is channeling, the beam is cancelled.
Diamond Dust
- Level 30 and Water (Level: 5)
- Costs 9 Magic
- Whip up a massive gale consisting only of diamond-shaped Ice (Water sub-type) fragments over all enemies.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, target(s) get a stack of the Diamond Frost Affliction:
- At the start of each round, diamond-shaped ice crystals form in the flesh of the target, causing 3 Frost damage (neutral).
- When hit by a melee attack, target takes an extra 3 Frost damage (Neutral).
- If the target uses any action that involves moving (including Cover and Escape), target receives an extra stack of Diamond Frost.
- This stacks up to three times, and when it stacks, it refreshes the duration of all of the stacks.
PSI Torrent
(This replaces PSI Blast)
- Level 30 and Water (Level: 5)
- Costs 1 Magic
- A strong torrent of water overruns a target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- If the attack is successful, target takes an additional 2 neutral damage for each Status Effect he has.
- For each stack of a Status Effect the target has, he takes 1 neutral damage.
Quake Channel
- Level 20 and Nature (Level: 4)
- Costs 6 Magic
- Channel a focused earthquake through the ground to a target.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, both of you are rooted in place and cannot move.
- Target's dice when attacking or defending is reduced by 7.
- If you attack or defend while the beam is channeling, the beam is cancelled.
PSI Breaker
(This replaces PSI Quake)
- Level 30 and Nature (Level: 5)
- Costs 1 Magic
- Formations of earth spikes strike a target from below.
- Roll your Wisdom dice vs. targets' Wisdom dice / Successes increased by 3
- If the attack is successful, target's next attack loses 4 damage.
Decrepify
- Level 10 and Shadow (Level: 3)
- Costs 5 Magic
- Fire a ghostly wave of energy at a target.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target gets the Decrepified Affliction:
- Target becomes partially ethereal, becoming immune to physical damage.
- However, spell damage against the target is multiplied by 1.5.
Corpse Explosion
- Level 10 and Shadow (Level: 3)
- Costs 4 Magic
- Target someone's corpse and make him explode, causing his blood to shoot out and hit everyone with spears of blood.
- Roll your Wisdom dice vs. targets' Courage dice / Successes increased by 2
- If the attack is unsuccessful, targets instead absorb the blood spears, recovering Hearts equal to the difference in successes.
- Corpse Explosion, Beta
- Level 20 and Shadow (Level: 4)
- Costs 4 Magic
- Target someone's corpse and make him explode, causing his blood to shoot out and hit everyone with spears of blood.
- Roll your Wisdom dice vs. targets' Courage dice / Successes increased by 4
- If the attack is unsuccessful, targets instead absorb the blood spears, recovering Hearts equal to the difference in successes.
- Afterwards, the corpse cannot be revived during the battle, and the target does not automatically revive at the end of the battle with 1 Heart.
Corpse Explosion, Gamma- Level 30 and Shadow (Level: 5)
- Costs 4 Magic
- Target someone's corpse and make him explode, causing his blood to shoot out and hit everyone with spears of blood.
- Roll your Wisdom dice vs. targets' Courage dice / Successes increased by 6
- If the attack is unsuccessful, targets instead absorb the blood spears, recovering Hearts equal to the difference in successes.
- Afterwards, the corpse cannot be revived during the battle, and the target does not automatically revive at the end of the battle with 1 Heart.
- Level 20 and Shadow (Level: 4)
Phase Channel
- Level 20 and Shadow (Level: 4)
- Costs 6 Magic
- Fire a channeled beam of ghostly energy at a target, ignoring damage reduction.
- Roll your Wisdom dice vs. targets' Wisdom dice
- If the attack is successful, the beam stays stable, and target's armor is phased out of existence, completely disabling it, so long as the beam stays stable.
- If you attack or defend while the beam is channeling, the beam is cancelled.
PSI Soulflare
(This replaces PSI Strike)
- Level 30 and Shadow (Level: 5)
- Costs 1 Magic
- Fire a flare of shadows at a target's soul.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals neutral damage
Inversion Channel
- Level 20 and Light (Level: 4)
- Costs 6 Magic
- Fire a channeled beam of negative energy at a target.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- If the attack is successful, the beam stays stable, and the target's physical damage reduction is multiplied by -1.
- If you attack or defend while the beam is channeling, the beam is cancelled.
PSI Spirit
(This replaces PSI Flash)
- Level 30 and Light (Level: 5)
- Costs 1 Magic
- Summon a powerful spirit briefly, hitting one target.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- If the attack is successful, target's next spell costs 3 more Magic.
Missing Power
- Level 20 and Arcane (Level: 4)
- Costs 8 Magic
- A blanket of Arcane Magic sweeps through the field, engulfing everyone. Those with Arcane are immune.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target(s) get the Missing Power Affliction:
- Any Magic the target would recover at the start of any round is reduced to 0 Magic.
- At the start of each round, target takes spell damage equal to the difference between his Maximum and Current Magic.
Forceful Repel
- Level 20 and Arcane (Level: 5)
- Costs 7 Magic
- A massive force pulses outwards from you, hitting everyone else.
- Roll your Power +4 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, all targets hit are thrown back, and their items are thrown into Disarray.
- Items held in targets' hands become unequipped.
- Target cannot change equipment in any way.
Radio Wave Blast
- Level 30 and Arcane (Level: 5)
- Costs 7 Magic
- Transmit a pulse of Arcane Magic into radio waves. The resulting waves collide with existing radio waves to create a violent flare of radio waves. As they reassert themselves in the Light spectrum, the flare hits everyone, dealing neutral damage.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice / Damage increased by 2
- If the attack is successful, target(s) gets the Radio Wipeout Affliction:
- Targets have their thought patterns disrupted and become disorientated, losing 5 Wisdom.
- Target's Magic Costs are increased by 2.
- Targets also lose 3 successes when attacking and defending.
PSI Lance
(This replaces PSI Arrow)
- Level 30 and Arcane (Level: 5)
- Costs 1 Magic
- Throw a lance of pure Magic at a target.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- If the attack is successful, you recover 5 Magic.
Inverted Magic
"And so the universe flips into chaos."Costs 4 Magic
Fire a blast of inverted Magic at the target, cloaking him in a mysterious black Light.
Roll your Wisdom +4 dice vs. targets' Wisdom dice / Deals no damage
If the attack is successful, the target's Maximum Hearts and Magic are switched.
This does not switch the target's Current Hearts and Magic.
This lasts until the end of your turn two rounds later.
- Requires Light (Level: 1), Shadow (Level: 1) and Arcane (Level: 1)
- You only need two of the affinities listed above to use this spell.
Oil Wash
- Level 10, Fire (Level: 1) and Water (Level: 1)
- Costs 5 Magic
- Splash a target in a wash of crude oil, making him easier to light on fire.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, target gets the Oiled! Status Effect:
- Any damage from Water attacks is reduced by 2.
- If hit by a Fire attack, a fire ignites on the target, dealing 5 burn damage (neutral) at the start of each round.
- Damage from Water attacks is increased by 2 instead of reducing by 2.
- If the target is hit by a Water attack, the flame is extinguished, but the target is back to being covered in oil.
- Oil Wash, Beta
- Level 20, Fire (Level: 2) and Water (Level: 2)
- Costs 5 Magic
- Splash a target in a wash of crude oil, making him easier to light on fire.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, target gets the Oiled! Status Effect:
- Any damage from Water attacks is reduced by 3.
- If hit by a Fire attack, a fire ignites on the target, dealing 6 burn damage (neutral) at the start of each round.
- Damage from Water attacks is increased by 3 instead of reducing by 3.
- If the target is hit by a Water attack, the flame is extinguished, but the target is back to being covered in oil.
- If the fire is already ignited, hitting him again with another Fire attack will not cause the effect to stack.
- Oiled! lasts until the end of your turn two rounds later.
Oil Wash, Gamma- Level 30, Fire (Level: 3) and Water (Level: 3)
- Costs 5 Magic
- Splash a target in a wash of crude oil, making him easier to light on fire.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, target gets the Oiled! Status Effect:
- Any damage from Water attacks is reduced by 4.
- If hit by a Fire attack, a fire ignites on the target, dealing 8 burn damage (neutral) at the start of each round.
- Damage from Water attacks is increased by 4 instead of reducing by 4.
- If the target is hit by a Water attack, the flame is extinguished, but the target is back to being covered in oil.
- If the fire is already ignited, hitting him again with another Fire attack will not cause the effect to stack.
- Oiled! lasts until the end of your turn two rounds later.
- Level 20, Fire (Level: 2) and Water (Level: 2)
St Elmo's Fire
- Level 20, Fire (Level: 1), Nature (Level: 1) and Light (Level: 1)
- You only need two of the affinities listed above to use this spell.
Rot
- Level 30, Nature (Level: 2), Shadow (Level: 2), and/or Fire (Level: 2)
- You only need two of the list affinities to use this spell.
PSI Elemental
- Level 30, Fire (Level: 1), Nature (Level: 1), Water (Level: 1), Light (Level: 1), and Shadow (Level: 1)
- Costs 1 Magic
- Fire a powerful multi-coloured beam of Magic at the enemy, ignoring Affinity Losses.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
Elemental Barrage
- Level 10 and at least 3 different affinities
- Costs 1 Magic for each different affinity you have
- Combine all of your affinities into a barrage of magical blasts and fire them all at one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- If the attack is successful, apply the following effects:
- Inflict 2 burn damage (neutral) for each Fire affinity level you have.
- Lower target's damage reduction by 1 for each Nature affinity level you have.
- Reduce target's successes when attacking by 1 for each Water affinity level you have.
- Add one stack to an existing stacking Buff on yourself for each Light affinity level you have.
- Add one stack to an existing stacking Affliction on the target for each Shadow affinity level you have.
- Recover 2 Magic for each Arcane affinity level you have.
- Super Elemental Barrage
- Level 30 and at least 3 different affinities
- Costs 2 Magic for each different affinity you have
- Combine all of your affinities into a barrage of magical blasts and fire them all at one target.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- If the attack is successful, apply the following effects:
- Inflict 3 burn damage (neutral) for each Fire affinity level you have.
- Lower target's damage reduction by 2 for each Nature affinity level you have.
- Reduce target's successes when attacking by 2 for each Water affinity level you have.
- Add two stacks to an existing stacking Buff on yourself for each Light affinity level you have.
- Add two stacks to an existing stacking Affliction on the target for each Shadow affinity level you have.
- Recover 4 Magic for each Arcane affinity level you have.
- Any effects last for the remainder of the battle.
- Level 30 and at least 3 different affinities
Support Spells (23)
Defrost
- Requires Fire (Level: 2)
- Costs 4 Magic
- Summon the Defrost Field Effect. The air heats everyone up, accelerating the rate of recovery from Ice (Water sub-type) Afflictions and lessening their severity.
- All numerical values from Afflictions caused by Ice (Water sub-type) attacks and effects are halved.
- Their durations are reduced by one round.
- If the duration would last for the remainder of the battle, it is reduced to last "until the end of your turn two rounds later".
Rising Phoenix
- Level 10 and Fire (Level: 3)
- Costs 7 Magic
- Target gets the Immortal Flames Buff:
- This is a Revival Buff. A target that has a Revival Buff already will be immune to the effects other Revival Buffs.
- When the target dies, he's wrapped in a cocoon of Fire with Hearts equal to his Maximum Hearts.
- Target cannot defend while he's in a cocoon.
Clearing Flames
- Level 10 and Fire (Level: 3)
- Costs 4 Magic
- Target the caster of someone that caused a Field Effect and lob a volley of flames at the target.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, clear off one Field Effect caused by that target.
- Target takes burn damage (neutral) equal to the total cost of that Field Effect.
- If that Field Effect had no cost, target instead takes burn damage (neutral) equal to half of the difference in successes.
Return of the Tide
- Requires Water (Level: 2)
- Costs 7 Magic
- Cast a large magic circle on the entire field, causing the Returning Tide Field Effect.
- At the end of the duration, the magic circle fully activates. Anyone that dies while Returning Tide is active will be revived to 3 Hearts when it reaches the end of its duration.
- If Returning Tide is wiped prior to the end of its duration, its effect will not go off.
Revenge Frost
- Requires Water (Level: 1)
- Costs 3 Magic
- Target someone with a non-stacking Affliction caused by a Fire attack.
- The Affliction is cured, and the target takes 2 frost damage (neutral).
- As a result, the person who caused the Affliction takes 4 frost damage (neutral).
- Revenge Frost, Alpha
- Level 10 and Water (Level: 2)
- Costs 4 Magic
- Target someone with a non-stacking Affliction caused by a Fire attack.
- The Affliction is cured, and the target takes 2 frost damage (neutral).
- As a result, the person who caused the Affliction takes 6 frost damage (neutral).
Revenge Frost, Beta- Level 20 and Water (Level: 3)
- Costs 5 Magic
- Target someone with a non-stacking Affliction caused by a Fire attack.
- The Affliction is cured, and the target takes 2 frost damage (neutral).
- As a result, the person who caused the Affliction takes 8 frost damage (neutral).
Revenge Frost, Gamma- Level 30 and Water (Level: 4)
- Costs 6 Magic
- Target someone with a non-stacking Affliction caused by a Fire attack.
- The Affliction is cured, and the target takes 2 frost damage (neutral).
- As a result, the person who caused the Affliction takes 11 frost damage (neutral).
- Level 10 and Water (Level: 2)
Salvage
- Level 20 and Water (Level: 4)
- Costs 6 Magic
- Target up to two fallen corpses and sap their energies.
- Siphon both of the targets' remaining Magic.
- Temporarily steal up to one Passive Skill on each corpse you're sapping.
- These Passive Skills last for the remainder of the battle.
Seed of Life
- Requires Nature (Level: 2)
- Costs 5 Magic
- Transform a corpse into a Seed of Life:
- Target turns into a seed, which is planted into the ground. This counts as a target.
- The target is immune to all Status Effects while in seed form.
Wasteland
- Level 10 and Nature (Level: 3)
- Costs 7 Magic
- Alter an existing Field Effect and change it into the Wasteland Field Effect:
- While Wasteland is in effect, all other Field Effects will continue to exist, but they will be disabled.
- When Wasteland is wiped, the Field Effect that it altered is wiped too.
Recovery Orb
- Level 30, Nature (Level: 5)
- Costs 9 Magic
- Summon an orb of life that circles a target with the Recovery Orb Buff:
- When target takes damage, he gets a stack of the Delayed Recovery Buff:
- At the start of the next round, you recover Hearts equal to half of the damage you most recently took.
- This stacks infinitely, but the above effect only applies to the first stack.
- If the target has an Affliction, he can wipe all of the Delayed Recoveries to wipe as many Afflictions up to the amount of stacks of Delayed Recoveries he has.
Holy Healing
- Requires Light (Level: 2)
- Costs 4 Magic
- Summon a beam of light, which bathes everyone in your party, causing all of you to recover 4 Hearts.
- Holy Healing, Alpha
- Level 10 and Light (Level: 3)
- Costs 5 Magic
- Summon a beam of light, which bathes everyone in your party, causing all of you to recover 6 Hearts.
Holy Healing, Beta- Level 20 and Light (Level: 4)
- Costs 6 Magic
- Summon a beam of light, which bathes everyone in your party, causing all of you to recover 9 Hearts.
Holy Healing, Gamma- Level 30 and Light (Level: 5)
- Costs 7 Magic
- Summon a beam of light, which bathes everyone in your party, causing all of you to recover 12 Hearts.
- Level 10 and Light (Level: 3)
Transcendence
- Level 10 and Light (Level: 3)
- Costs 5 Magic
- Give someone the Transcendence Buff:
- This is a Revival Buff. A target that has a Revival Buff already will be immune to the effects other Revival Buffs.
- When that target dies, target can pick a different corpse and transfer his remaining Current Magic to the target.
- This Magic is then converted into Hearts. The target corpse then revives with Hearts equal to the converted amount of Magic.
Fortify
- Level 10 and Light (Level: 3)
- Costs 5 Magic
- Create a shield of Light on a target, giving him the Fortified Buff:
- Target gains 3 damage reduction.
- The second stack of this Buff on a target costs 4 Magic, but the target only gains 2 damage reduction.
- The third stack of this Buff on a target costs 3 Magic, but the target only gains 1 damage reduction.
- Fortify does not stack more than three times.
- Super Fortify
- Level 30 and Light (Level: 5)
- Costs 6 Magic
- Create a shield of Light on a target, giving him the Fortified Buff:
- Target gains 4 damage reduction.
- The second stack of this Buff on a target costs 5 Magic, but the target only gains 3 damage reduction.
- The third stack of this Buff on a target costs 4 Magic, but the target only gains 2 damage reduction.
- The fourth stack of this Buff on a target costs 3 Magic, but the target only gains 1 damage reduction.
- Super Fortify does not stack more than four times.
- Fortified lasts for the remainder of the battle.
- Level 30 and Light (Level: 5)
Blinding Reflection
- Level 10 and Light (Level: 3)
- Costs 3 Magic
- Enchant an armor or shield with the Blinding Reflection Buff:
- When someone attacks you, the reflection first blinds them, based on your Magic capacity. This uses your Light affinity.
- Roll your Maximum Magic dice vs. targets' Maximum Magic dice / Deals no damage
- If the Light is successful, target gets partially blinded for the attack and loses successes equal to half the difference in successes from the above roll.
Realm of Light
- Level 20 and Light (Level: 4)
- Costs 9 Magic
- Light swarms the field, seeming to be coming from any and every given point around the field, causing the Realm of Light Field Effect:
- All Shadow-based Field Effects are immediately wiped.
- All forms of Shadowosken are negated while Realm of Light exists.
- At the start of each round, each player may vote on a particular Field Effect.
- The Field Effect with the most votes will be wiped. If there is a tie, then all of those with a tie for the highest votes will be wiped.
- For every Field Effect wiped, everyone recovers Hearts equal to the total costs of each Field Effect wiped.
Revival Leech
- Requires Shadow (Level: 2)
- Costs 4 Magic
- Give a target the Revival Leech Affliction:
- When that target dies, select someone else that's dead and revive that target to 2 Hearts.
Spirit Reserves
- Requires Shadow (Level: 1)
- Costs 4 Magic and half of your Current Hearts
- Channel part of your lifeforce into a cloud. The cloud expands outwards above your party.
- The cloud's Hearts are equal to the Hearts cost of casting this spell.
- After you or any ally takes any damage, any of you can draw any amount of Hearts from this cloud.
- When the cloud reaches 0 Hearts, the cloud dissipates.
Shadow of the Past
- Level 10 and Shadow (Level: 3)
- Costs 6 Magic
- Target a corpse and give the corpse the Delayed Revival Buff:
- This is a Revival Buff. A target that has a Revival Buff already will be immune to the effects other Revival Buffs.
- At the end of the next round, the corpse is temporarily revived to Maximum Hearts and Magic.
- The Buff itself continues to remain on the target, and if it's ever wiped, the target returns to being dead.
- At the end of the battle, the target dies.
Quick Strike
- Level 10 and Shadow (Level: 3)
- Costs 4 Magic
- Enchant a weapon with the Quick Strike Buff:
- The weapon gains your level of Shadow affinity.
- When your weapon successfully hits, a second Shadow blade hits the target with the same roll the weapon did.
- The blade's hit will only do half damage, and it will not cause any effects that the weapon does.
Mirror
- Requires Arcane (Level: 2)
- Costs 3 Magic
- Summon a Magic Mirror over a target, giving him the Mirror Buff:
- Any spell aimed at the target is reflected back to the sender before it hits the target.
- If the target casts a spell on himself, the spell is reflected to a random target with $1d#, where # equals the number of players in the turn order.
- Charge-up spells automatically bypass and break the Mirror Buff.
- If the reflected spell is unsuccessful, it's then reflected back to the original target.
Flake
- Level 10 and Arcane (Level: 2)
- Costs 5 Magic
- Cast a pulse of Arcane Magic at a target, speeding him up and giving him the Flake Buff:
- Target gains 3 dice when attacking or defending.
- The second stack of this Buff on a target costs 4 Magic, but the target only gains 2 dice when attacking or defending.
- The third stack of this Buff on a target costs 3 Magic, but the target only gains 1 dice when attacking or defending.
- Flake does not stack more than three times.
- Super Flake
- Level 30 and Arcane (Level: 4)
- Costs 6 Magic
- Cast a pulse of Arcane Magic at a target, speeding him up and giving him the Flake Buff:
- Target gains 4 dice when attacking or defending.
- The second stack of this Buff on a target costs 5 Magic, but the target only gains 3 dice when attacking or defending.
- The third stack of this Buff on a target costs 4 Magic, but the target only gains 2 dice when attacking or defending.
- The fourth stack of this Buff on a target costs 3 Magic, but the target only gains 1 dice when attacking or defending.
- Super Flake does not stack more than four times.
- Flake lasts for the remainder of the battle.
- Level 30 and Arcane (Level: 4)
Mass Communion
- Level 10, Arcane (Level: 3), and 3 Turns to Charge
- Costs 8 Magic
- Begin charging by focusing your Magic into a glowy aura that surrounds you. Once finished, you can fire the aura outwards to affect you and your allies with the Mass Spells Buff:
- The Magic Costs of all of your spells is reduced by 50%.
- All charge moves take 1 less turn to charge.
Meld
My mind to your mind. Your mind to my mind. Ours minds are one. Our thoughts are connected.If one of you takes damage, the other loses Hearts equal to the amount of damage taken.
Meld lasts for the remainder of the battle and can be cancelled on either of your turns (for no action cost).
- Level 20 and Arcane (Level: 5)
- Costs 10 Magic
- You and a target's minds and abilities merge into a collective conscious, though both of you still have individual control.
- Both of you share each other's Passive Skills.
- Both of you can automatically Cover each other without taking an action.
- Combination attacks can be done on either of your turns without needing to "hold your turn".
- In other words, you can do combination attacks between you two twice a round, one on each of your turns.
Bouncing Orbs
- Level 20 and Arcane (Level: 5)
- Costs 10 Magic
- Summon five orbs of energy that bounce around the field.
- Anyone can use one of the orbs for an action cost to do any of the following:
- Disperse:
- Costs 5 Magic
- Disperse an orb across the field, eliminating a Field Effect.
Weapons (28)
Hyper Bomb
- Amount: 1
- Level 10
- A bomb with a picture of a devious grin splattered across it. Its explosion radius is quite small, but when thrown, it goes nuts and bounces around the field.
- Roll Power. Then roll $#d#, where # is the number of players in the turn order (for both #'s). The bomb then bounces around and explodes multiple times, hitting the respective players.
- Targets roll Courage against the original successes to defend / Deals 6 + $1d6 damage
- Hyper Bomb, Level 20
- Amount: 1
- Level 20
- A bomb with a picture of a devious grin splattered across it. Its explosion radius is quite small, but when thrown, it goes nuts and bounces around the field.
- Roll Power. Then roll $#d#, where # is the number of players in the turn order (for both #'s). The bomb then bounces around and explodes multiple times, hitting the respective players.
- Targets roll Courage against the original successes to defend / Deals 10 + $1d10 damage
Hyper Bomb, Level 30- Amount: 1
- Level 30
- A bomb with a picture of a devious grin splattered across it. Its explosion radius is quite small, but when thrown, it goes nuts and bounces around the field.
- Roll Power. Then roll $#d#, where # is the number of players in the turn order (for both #'s). The bomb then bounces around and explodes multiple times, hitting the respective players.
- Targets roll Courage against the original successes to defend / Deals 15 + $1d15 damage
- Amount: 1
Power Keg
- Amount: 1
- Level 20
- A keg of high-yield explosive powder that, after a period of time, explodes, hitting everyone and potentially destroying parts of the battlefield (DM's discretion).
- Set the keg down and roll your Maximum Hearts. The keg's Hearts are equal to the successes * 2. It starts your team's side of the field.
- The keg can be kicked to the other side for the cost of an action by any player. It explodes when its Hearts reach 0 or at the end of the second round after dropping it, hitting everyone.
- Roll your Power dice vs. targets' Power dice / Damage increased by $1d9
- The Power Keg does full damage to players for the side it's on. It does half damage (after the $1d9 roll) to the side it's not on.
Javelin
- Amount: 1
- With the tip of a large arrow and the length of a spear, you can Swing this Two-Handed beauty at a target or Throw it at a target.
- Swing:
- Roll your Courage +5 dice vs. targets' Courage dice / Damage increased by 1
Glass Javelin
- Amount: 1
- Level 10
- A javelin with a hyper-thin glass head, easily capable of piercing whatever it strikes. Handle it with care. This javelin ignores the effects of armor, as it cut straight through it. You can Swing this Two-Handed javelin at a target or Throw it at a target.
- Slice:
- Roll your Courage +6 dice vs. targets' Courage dice
Javeline
- Amount: 1
- Level 10
- A two-ended javelin. Miss your throw? Throw it elsewhere. You can Swing this Two-Handed javelin at a target, or Throw it at a target.
- Swing:
- Roll your Courage +5 dice vs. targets' Courage dice
- If the attack is unsuccessful, you can swerve to a different target using the other end of the Javeline.
- Roll your Courage dice vs. targets' Courage dice
Heavy Hammer
- Requires 10 Base Power
- With a steel head and a wooden grip, this hammer is more than capable of slamming your foes into the ground. Can Whack a target or Slam the Ground.
- Whack!:
- Roll your Power dice vs. targets' Power dice / Damage increased by 2
Executioner's Axe
- Level 10
- A polished and refined Two-Handed axe with a sharp blade that can kill multiple targets in a single strike, or instantly kill someone with low health. Can use Cleave or Execute a target.
- Cleave:
- Roll your Power dice vs. targets' Power dice / Damage increased by 3
- If the hit kills a target, you can have the attack continue to go through to another enemy at the same success rate -#, where # = the Current Hearts of the previous target prior to hitting him.
- This continues until the hit misses or doesn't kill a target.
Maul
- Requires 10 Base Power
- A heavy, Two-Handed maul capable of inflicting heavy damage. Can hit a target with Smash! or use Ground Slam.
- Smash!:
- Roll your Power -2 dice vs. targets' Power dice / Damage increased by 4
Heavy Maul
- Level 10 and 25 Base Power
- It's much heavier and less convenient than a normal maul, but this Two-Handed maul of smashing things provides 100% more death and deathly related things. Can hit a target with Smash!, use Ground Slam or Rumble.
- Smash!:
- Roll your Power -3 dice vs. targets' Power dice / Damage increased by 6
Maul of Destruction
- Level 20 and 45 Base Power
- If you thought the Heavy Maul was heavy, it was, but this is even heavier. It's improved with a slab of dense steel, capable of breaking through barriers. Can hit a target with Smash!, use Ground Slam or Rumble.
- Smash!:
- Roll your Power -4 dice vs. targets' Power dice / Damage increased by 7
- If the attack is successful, ignore and destroy any Barriers on the target.
Death's Door
Is that... a giant black door with spikes on it?Can Slam a target or use Door Cover.
Slam:
Come on and slam a target. He will welcome to the jam.
Roll your Power -6 dice vs. targets' Power dice / Damage increased by 10
If the attack kills the target, the target's corpse will enter the door, where he will be directly deposited into the KEESE AND HELL Bank of Death.
Door Cover:
Roll Power and slam the door into the ground in front of a target, allowing the door to use Cover on that target.
Any attack aimed at the target must first get through the successes of your Power roll.
If the attack is successful, the door opens for the attack to hit the target.
If the attack is unsuccessful, the attacker takes 6 damage and loses 7 dice on the attack, at which point the door will open for the attack to hit the target.
Door Cover lasts until someone picks it up for an action cost.
Anyone that picks it up must meet the door's requirements and equip it immediately.
- Level 20 and 40 Base Power
- Dear god. It's a giant door with symbols of skulls around it. You can wield it as a Two-Handed item. No joke.
- When defending, your dice are increased by 7.
- If anyone successfully hits you in melee, he takes 6 damage from the spiky death.
Megaton Hammer
- Level 30 and 50 Base Power
- Can be used Two-Handed for only 30 Base Power
Skullcrusher Hammer
- Level 30
- A large, yet lightweight Two-Handed hammer with the head of a skull that can bash skulls in. Can use Whack on a target or use Ground Slam.
- Whack!:
- Roll your Power +4 dice vs. targets' Power dice / Damage increased by 4
- If the attack is successful, target gets the Skull Bashed Affliction:
- Target's skull is damaged, lowering his Wisdom stat by 5.
- When target attacks, he rolls $1d4. If it is a 1, the attack automatically misses.
- If this stacks, it drops to $1d3. If it stacks again, it drops to $1d2, but no lower.
Killer Mantle Blade
- Requires Arcane (Level: 2)
- A short dagger with a velvety, red handle. It is said to be possessed by an evil force. Can be swung at a target.
- Roll your Courage dice vs. targets' Wisdom dice / Deals 2 neutral damage
- If the attack is successful, target gets the Equalizer Affliction:
- Swap half of the target's Current Hearts and Magic amounts.
- If the target has 0 Magic, this effect will not work.
Deadly Edge
Evolved from the Bloody Edge.Bleeding lasts for the remainder of the battle.
Stab:
Roll your Courage -3 dice vs. targets' Courage dice
If the attack is successful, target gets two stacks of the Internal Bleeding Affliction:
Every time the target does an action or defends, target takes 1 bleed damage (neutral).
Internal Bleeding stacks infinitely.
Internal Bleeding lasts for the remainder of the battle.
If the attack is unsuccessful, target automatically gets to counterattack you.
- Level 10
- Evolved from the blood of its previous victims, the Deadly Edge is an even more vicious razor blade, capable of causing even more bleeding than before. Can use Slice or Stab on a target.
- Slice:
- Roll your Courage dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, target gets three stacks of the Bleeding Affliction:
- Target takes 1 bleed damage (neutral) at the start of each round.
- Bleeding stacks infinitely.
Evolved from Bloody Edge
Code:Select All
[box=Deadly Edge][list]
[*][Level=10]
[*]Evolved from the blood of its previous victims, the [b]Deadly Edge[/b] is an even more vicious razor blade, capable of causing even more bleeding than before. Can use [b]Slice[/b] or [b]Stab[/b] on a target.[list]
[*][b]Slice[/b]:[list]
[*][dice type-a=Courage type-b=Courage] / Damage is halved
[*]If the attack is successful, target gets three stacks of the [b]Bleeding[/b] [u]Affliction[/u]:[list]
[*]Target takes 1 bleed damage (neutral) at the start of each round.
[*][b]Bleeding[/b] stacks infinitely.[/list]
[*][b]Bleeding[/b] lasts for the remainder of the battle.[/list]
[*][b]Stab[/b]:[list]
[*][dice type-a=Courage amount-a=-3 type-b=Courage]
[*]If the attack is successful, target gets two stacks of the [b]Internal Bleeding[/b] [u]Affliction[/u]:[list][list]
[*]Every time the target does an action or defends, target takes 1 bleed damage (neutral).
[*][b]Internal Bleeding[/b] stacks infinitely.[/list]
[*][b]Internal Bleeding[/b] lasts for the remainder of the battle.[/list]
[*]If the attack is unsuccessful, target automatically gets to counterattack you.[/list][/list][/list][/box]
Obsidian Scythe
- Level 10
- A large, Two-Handed scythe with an obsidian blade, capable of cutting auras. Can use Slice, Reap, or Aura Cut on a target.
- Slice:
- Roll your Courage +2 dice vs. targets' Courage dice / Damage increased by 1
- If the attack is successful, target gets three stacks of the Bleeding Affliction:
- Target takes 1 bleed damage (neutral) at the start of each round.
- Bleeding stacks infinitely.
Pulsing Arrow
Ba-Dump, Ba-Dump, Ba-Dump!
- Level 10
- Costs 3 Magic
- This arrow is imbued with all of your affinities, striking one target.
- Roll your Courage dice vs. targets' Courage dice
- The attack's successes are increased by an amount equal to your total affinity levels.
Dual Scythe
- Level 20
- A Two-Handed pole with the blade of a scythe on each end, pointing in opposite directions. It can use Double Slice on a target, Whirlwind, or Dispersal Wave.
- Double Slice:
- Roll your Courage +3 dice vs. targets' Courage dice / Damage increased by 3
- Roll your Courage dice vs. targets' Courage dice / Damage is halved
- If one attack is successful, target gets three stacks of the Bleeding Affliction:
- Target takes 1 bleed damage (neutral) at the start of each round.
- Bleeding stacks infinitely.
Bloodthirster
Blood for the blood gods! Skulls for the skull throne! Bloodthirster seeks blood and vengeance!Flesh Wound lasts for the next three rounds.
Stab:
Roll your Courage dice vs. targets' Courage dice
If the attack is successful, target gets the Siphoning Wound Affliction:
At the start of each round, you siphon Hearts from the target equal to the total amount of bleed damage you've taken this battle.
Siphoning Wound lasts for the next three rounds.
If the attack is unsuccessful, target automatically gets to attack you.
- Level 20
- You take 3 bleed damage (neutral) at the start of each round. However, for every 1 bleed damage (neutral) any enemy takes, you recover 1 Heart. Can Slice or Stab a target.
- Slice:
- Roll your Courage +4 dice vs. targets' Courage dice
- If the attack is successful, target gets the Flesh Wound Affliction:
- It's only a flesh wound!
- At the start of each round, target takes bleed damage (neutral) equal to the total amount of bleed damage you've taken this battle.
Diamond Breaker
Who needs Minecraft when you can break diamond?Defense Down lasts until the end of your turn one round later.
Stab:
Roll your Courage dice vs. targets' Courage dice / Damage increased by 9
If the attack is successful, reduce the target's defense.
Target's dice when defending is reduced by 4.
Target's damage reduction is reduced by 2.
This lasts for the remainder of the battle.
If the attack is unsuccessful, target automatically gets to counterattack you.
Ripple Storm:
Costs 10 Magic
A ripple of Magic is fired from your blade, distorting reality and hitting all enemies.
Roll your Courage dice vs. targets' Wisdom dice
If the attack is successful, target gets the Distortion Affliction:
All of target's bonuses are nullified.
Distortion lasts for the remainder of the battle.
Additionally, after the current round is over, the initiative is reset completely.
- Level 30
- An extremely powerful blade capable of destroying even diamond. Can Slice or Stab a target, or use Ripple Storm.
- Slice:
- Roll your Courage +6 dice vs. targets' Courage dice / Damage increased by 3
- If the attack is successful, target gets the Defense Down Affliction:
- Target's dice when defending is reduced by 4.
- Target's damage reduction is reduced by 2.
Gilded Sword
- Level 30
- The gilded sword stains its victims with the same gold dust it was crafted from. Can use Slice or Stab on a target.
- Slice:
- Roll your Courage +8 dice vs. targets' Courage dice
- If the attack is successful, target gets a stack of the Gold Dust Poisoning Affliction:
- Whenever target is hit by anything (including Support Spells), he rolls $1d4.
- If it's a 1, the gold dust inside his body explodes, dealing 4 neutral damage per stack of Gold Dust Poisoning, removing all stacks.
- If the target dies while he has Gold Dust Poisoning, the dust inside him explodes and spreads to all of the target’s allies with half of the amount of stacks (rounded up).
Expelling Wand
Expelliarmus!Purge:
Costs 1 Magic
Select a target and remove all Afflictions from that target. This counts as a Support Spell.
For each non-stacking Affliction removed from the target, a feedback pulse hits you, draining 3 Magic.
For each stack of a stacking Affliction removed from the target, a minor feedback pulse hits you, draining 1 Magic.
If you are unable to pay the Magic cost, the feedback pulses will instead remove Hearts from you.
- A green-tinted wand that has a rotating base, allowing it to switch between modes. Can use Disarm or Purge.
- Disarm:
- Target someone and attempt to fling an item held by the target's hands.
- Roll your Wisdom -3 dice vs. targets' Power dice / Deals no damage
- If the attack is successful, the item is flung into the open, where anyone may spend an action to pick it up.
- In battle, if someone tries to pick it up, that person must meet the requirements of the item, or he cannot pick it up.
- The item is automatically equipped upon picking it up.
Switching Wand
- Requires Arcane (Level: 1)
- A wand with a button switch on it. Wonder what it does? Can use Attack Switch and Defense Switch on a target.
- Attack Switch:
- Costs 2 Magic
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target gets the Attack Switch Status Effect:
- On the target's next attack, his highest and lowest base stats are swapped.
- This only includes Power, Courage, and Wisdom.
Grave Wand
- Requires Shadow (Level: 2)
- A dark colored wand with a skull on one end and a small, curved blade on the other end. Can use Recovery Block or Revival Block on a target.
- Recovery Block:
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target gets the Blocked Recovery Affliction:
- Any recovery used on the target is nullified.
- After two recovery effects have been used on the target, Blocked Recovery is automatically removed.
Blinding Wand
- Requires Light (Level: 1)
- Ack! This wand is bright! It passively shines brightly, blinding others.
- Anyone without Light affinity loses 1 success when attacking.
Searing Wand
- Level 10 and Fire (Level: 2)
- A wand with a small candlelit fire on one end of it. It can use Leech Burn or Searing Brand on a target.
- Leech Burn:
- Costs 3 Magic
- Give a target the Leech Burn Buff. This counts as a Support Spell:
- Any burn damage (neutral) the target would take is instead transferred into the Leech Burn Buff itself.
- Leech Burn can store up to 10 burn damage (neutral).
Tide Wand
- Level 10 and Water (Level: 2)
- A current of ethereal water flows around this wand, giving you a sense of increased calm.
- The cost of your Support Spells is reduced by 1 Magic.
Storm Wand
- Level 20 and Nature (Level: 3)
- A tall, skinny white wand with a glass ball set at the top. While it doesn't look like much, the gusts it can blow are quite formidable. It can blow someone around and then manipulate the wind currents from behind the opposition.
- Fire some winds at a target.
- Roll your Wisdom +5 dice vs. targets' Power dice / Deals no damage
- If the attack is successful, the target gets blown around and loses successes on their next attack equal to the difference in successes of this attack.
- The target also gets the Storm Tunnel Affliction:
- The target loses 3 successes when they attack and defend.
- At the start of every round, you (the caster) select a target. That target also gains this Affliction.
- If this Affliction is wiped on the original target, the Affliction is wiped on all targets.
Shields (2)
Quickpace Shield
- A small shield that appears to do nothing at first. It's not even large enough to help you defend yourself.
- When you successfully defend an attack, you can immediately use Cover on someone.
- While using Cover, the shield grows in size, and you gain 3 dice when defending.
Rouges' Gauntlets
- Level 20
- A set of black gauntlets that enables the user to somehow strike the attacker from behind once they get enough momentum. Weapons can be worn over them, but other shields can't.
- You gain 3 dice when defending.
- Roll half your base Courage before you attack or defend. Half of the successes from that roll get added to the Counter counter.
- If Counter reaches an amount equal to your level, and you successfully defend an attack, you can warp behind the attacker's back to counterattack him.
- This attack ignores damage reduction
- This resets the Counter counter to 0.
Armor (3)
Assault Vest
- Level 10
- A crimson-red vest woven from a combination of silk and paper fibers, which protects against spell attacks at the cost of forcing you to use only attacks.
- Spell damage taken is reduced by 4.
- The damage of your attacks is increased by 2.
- You can only use attacks and defends.
Debuff Armor
- Level 10
- A lightweight armor that provides decent protection against attacks. It also cleanses itself, getting rid of terrible effects on you.
- Damage taken is reduced by 2
- At the start of each round, select an Affliction and remove it.
- If it's a stacking Affliction, it will only remove one stack of it.
Armor of Defiance
I defy you by ignoring you.
- Level 30
- A thick, steel-plated armor that protects you from small attacks.
- If an attack would do 6 or less damage to you (or if the difference in successes is 6 or less), the attack is negated, including any effects it would have.
- If an attack would do 7 or more damage to you (or if the difference in successes is 7 or more), the attack's damage is reduced by 2.
Tools (3)
Poe's Nose
So that's where it went...Poe's Nose lasts until three targets pass through it, at which point it will automatically self-destruct.
- Amount: 1
- An eyeball is on one end of this invisible ward, which constantly looks around the room. Roll Wisdom and place this invisible ward down.
- Anyone (except you and your allies) that passes within 30 feet of the ward is affected by the ward.
- If the successes of your Wisdom roll is higher than the target's Wisdom stat, then the ward reports the target's Wisdom stat back to you.
- If the successes of your Wisdom roll is lower than the target's Wisdom stat, the ward becomes overwhelmed and shuts itself, immediately killing itself.
Conversion Jar
- While you're holding this jar, the jar will gain an amount of Magic equal to half of the damage that you deal.
- The Magic is then held inside of the jar. The jar can contain up to 10 Magic.
- You can drink any amount of the Magic in the jar to restore your Magic equal to the amount you drunk.
Orb of Arcana
- Level 10
- A dull orb that grows in power each time someone is hit. It glows a shining grey color as it grows brighter, providing an aura for everyone while empowering you.
- At the start of each round, everyone recovers # Hearts and Magic.
- When you are hit, you recover # Hearts and Magic.
- # starts out at 0. Every time someone in the battle is hit, # increases by 1, up to a maximum of 5.
Rings (8)
01 - Shock Ring
- Level 20
- A ring made of lightning magic. Zzap!
- At the start of each round, you take 1 shock damage (neutral).
- When you successfully hit someone with an attack, target takes additional shock damage (neutral) equal to his total damage reduction.
02 - Grave Ring
- Level 20
- A dark ring with a small gravestone embedded on it. Creepy.
- When you die in battle, you can possess the corpse of an ally or an enemy.
- You take their turn in the turn order.
- Your life is based on your (the corpse you possessed) remaining Magic.
- When you deal damage, you lose Magic equal to half the amount of damage you deal.
- When you take damage, you lose Magic equal to the amount of damage you take.
03 - Trinity Ring
- Level 20
- A golden ring with three gemstones set into it. It can be used to provide a stat increase.
- Choose one of these boosts at the start of the battle:
- Increase your Power stat by 7.
- Increase your Courage stat by 7.
- Increase your Wisdom stat by 7.
04 - Charge Ring
- Level 20
- A dull ring that changes colors when you're hit.
- Every time you are hit by an attack, the bar on this ring changes color, starting at Green (first hit), then Yellow (second hit), and finally Red (third hit).
- When the bar is Green, you can expend the charge to remove 1 turn of charge time on your next charge-up move and recover 5 Magic. This does not cost an action.
- When the bar is Yellow, you can expend the charge to remove 2 turns of charge time on your next charge-up move and gain +5 successes on your next attack. This does not cost an action.
- When the bar is Red, you can expend the charge to remove 3 turns of charge time on your next charge-up move and recover 10 Hearts.
05 - Monochrome Ring
- Level 20
- An ereie-looking, black ring that absorbs elemental power.
- Each time you successfully hit an enemy, select an affinity the target has an reduce its level by 1.
- If you are hit by an attack, select an affinity you have an reduce its level by 1.
06 - Copy Ring
- Level 20
- A silver-tinted ring with an empty jar sitting on it. When anyone activates a spell, you can activate this ring.
- When the ring activates, it copies the spell into the ring. You can then use that spell as much as you want.
- The copied spell remains in the ring for the battle.
07 - Ivory Ring
- Level 20
- A pure white ring with a brilliant white gem set at the top that enhances your defense.
- Damage taken is reduced by 3.
08 - Heart Ring
- Level 20
- A yellow ring with a green strip around it along with a Heart-shaped gemstone embedded on it. Joy to the world!
- At the start of each round, recover 4 Hearts and 3 Magic.
Misc (1)
Magic Quiver
- Passive
- Costs 3 Magic to summon a second arrow
- A magical quiver that can create an extra arrow on demand. Nifty, but how does this even work?
- When used when attacking with a bow, you can fire two arrows in a quick succession.
- The first arrow hits for full damage while the second one hits for half damage. If that arrow already does half damage, then the arrow does no damage.
The changes in the changelog have not been applied to their respective shops yet. However, if you want to enjoy the changes and the additions, check out the Changelog Shop. Meanwhile, the DOTA Shop has moved to the Open Market. Feel free to discuss this update below.