
Junior Member

Corsava
- Power: 30 (+0)
- Courage: 20 (+0)
- Wisdom: 20 (+0)
- Hearts: 20/18 (+2)
- Magic: 20/10 (+10)
- Initiative: $init 1d10
- Attack Dice: 5
- Defense Dice: 5
- Armor: 0
- Stat Points: 0
- Stat Points (Used): 113
- Heart Containers: 2
- Rupees: 43,750
Affinities: Shadow, Light, Spirit
Stat Modifiers
Power: 20 +1/combat round (Latent Power)
Courage: 20 +1/combat round (Latent Power)
Hearts: 18 +2 (Heart Vessel)
Magic: 10 +10 (Wisdom of the Ancients)
Attack Dice: 0 +5 (Queen of the Gerudo)
Courage: 20 +1/combat round (Latent Power)
- Spiritual Overwhelm (Requires Activation): +10 Courage
Hearts: 18 +2 (Heart Vessel)
Magic: 10 +10 (Wisdom of the Ancients)
Attack Dice: 0 +5 (Queen of the Gerudo)
- A Spirit of Fire and Ice (Requires Activation): +10 Attack Dice; +10 Attack Dice for Fire & Water attacks.
Weapons: None
Shields: Augmented Shadowslayer's Guard +11 Defense Dice; Augmented Iron Buckler +4 Defense Dice
Armors: Desert Queen's Armor +8 Armor; Onyxscale Wrap +5 Hearts, +10Magic
Robe: Gerudo Cape +6 Defense Dice
Mask: Sol Mask +5 Defense Dice
Shields: Augmented Shadowslayer's Guard +11 Defense Dice; Augmented Iron Buckler +4 Defense Dice
Armors: Desert Queen's Armor +8 Armor; Onyxscale Wrap +5 Hearts, +10Magic
Robe: Gerudo Cape +6 Defense Dice
Mask: Sol Mask +5 Defense Dice
Triggered Effects
On a Hit...
Afflicting Attack (Inactive by Default)
Afflicting Attack (Inactive by Default)
- If active, target loses 5 Courage or their next Spell also costs 2 Hearts. This ability may be used once per turn.
- When you deal damage, siphon Magic from the target equal to the damage done.
While Defending...
Desert Queen's Armor (Active when Equipped)
When Hit...
Gerudo Cape (Active when Equipped)
Desert Queen's Armor (Active when Equipped)
- Once per turn, when defending, you can freely reroll your defense roll.
- When attacked with a Magic-based ranged attack, you my pay 6 Magic to reflect it back at the attacker, using the attacker's successes.
- When someone attacks you with a Magic-based ranged attack that hits all allies, you may spend 12 Magic to cause the attack to affect only your enemies, using the attacker's successes.
When Hit...
Gerudo Cape (Active when Equipped)
- When hit by an attack that would decrease a stat or bonus, you may pay 6 Magic to increase the stat or bonus by that amount instead.
- If active, when you are hit, the attacker takes 4 Neutral Damage.
- If active, when you are hit, the attacker loses 3 Attack Dice.
- If active, when you are hit, the attacker takes 5 Neutral Damage and loses 5 Attack Dice.
Passive Effects
Twinrova Form (Inactive by Default)
- While Active, attacks gain +10 Attack Dice .
- While Active, Fire-based and Water-based attacks gain an additional +10 Attack Dice .
Desert Queen's Armor (Active when Equipped)
- Always take the highest result of all defending rolls, regardless of Reroll Points
- If active, you have a damage buffer of 20 against Magic attacks. When your damage buffer is at 0, the Fire Spirit Gem deactivates.
- If active, you have a damage buffer of 20 against Non-Magic attacks. When your damage buffer is at 0, the Frost Spirit Gem deactivates.
- If active, you have a damage buffer of 40. When your damage buffer is at 0, the Twinrova Spirit Gem deactivates.
Onyxscale Wrap (Active when Equipped)
- You do not die if you reach 0 Hearts and you are treated as undead as far as EFFECTS go. However, if you have 1 Heart left, any damage they would take instead drains their Magic. If you reach 0 Hearts and 0 Magic, you die. If this effect is removed by any means, it is restored at the start of the next round.
- Once per round, you can reroll any roll for free.
- Magic Costs -2;
- You can wield one Two-Handed item as a One-Handed item.
- While Active, you gain the Fire and Water affinities.
- While Active, the effects of Fire and Water-based spells are doubled.
- While Active, you have Magic Regen 5.
- While Active, once per round, override one of your attacking or defending stats with your Courage stat.
Actions listed here use a Main Action slot, have a contested check, and deal damage as part of their resolution
Endowment Spell (Spell - [Affinity]). Cost(X) Magic: [dice type-a= type-b=]; Damage; Effect.
Four Sword
Slash. Courage +25 vs Courage; +0.
Stab. Courage vs Courage; +25; Counterattack on Fail.
Broken Bow Blades
Double Slice. Courage+7 vs Courage; +0.
X-Slash. Courage vs Courage; +9; If target is reduced to <10h, they are slain; Counterattack on Fail.
Trident of the Wanderer
Cleave. Power+6 vs Power; +6; Drains 3 Power, Courage, or Wisdom.
Stab. Power vs Power; +10; Drains 6 Power, Courage, or Wisdom; Counterattack on Fail.
Magic Stinger. 3 Magic: Power vs Wisdom; +0; Applies Magic-Bleeding 5
Death-Knight Claymore
Power Slash. Power vs Courage; +20.
Cleave. Power-5 vs Courage; +20. If the target dies, hit another target for half damage.
Broken Bow
Standard Shot. Courage+Projectile+25 vs Projectile Target; Projectile; Can use an Arrow, One-Handed, or Two-Handed weapon as a Projectile.
Siege Blast. Power+10 vs Power; +10 (+10/charge); This attack can be charged for extra damage. At 3 charges: +2/charge and Hits All Enemies.
Spirit Arrow. 6 Magic: Wisdom+10 vs Wisdom no Defense Dice; Drains Hearts & Magic equal to net successes; If the target is slain, gain Hearts & Magic equal to net successes.
Keesarang. Courage+10 vs Courage; ½; Applies Bleeding X (X is net successes)
Arrows (vs Courage)
Barbed. 2 Magic; vs. Courage; ½; Grants you Thorns.
Effective Bladed. +6 vs Courage; ½; Applies Bleeding 6.
Bouncy. vs Courage; +0; On hit, strikes another target for ½.
Metal-Tipped. +4 vs Courage; +0.
Arrows (vs Power)
Heartful. -5 vs Power; +0; Applies Cauterized.
Effective Impact. +5 vs Power; ½; Drains 6 Armor.
Phasing. -3 vs Power; +0; Applies Phased Out.
Dark Powder Keg. Power+20 vs Power; 50 / 25; Hits Everyone; Special.
Super Bombs. Power+6 vs Power; 10; Bypasses Cover.
Soul Lantern
Charge. Wisdom+15 vs Courage; +0.
Sol Mask
Sol Barrage. Wisdom+15 vs Wisdom; +0; Disables all Bonuses for 1 Round.
Slash. Courage +25 vs Courage; +0.
Stab. Courage vs Courage; +25; Counterattack on Fail.
Broken Bow Blades
Double Slice. Courage+7 vs Courage; +0.
X-Slash. Courage vs Courage; +9; If target is reduced to <10h, they are slain; Counterattack on Fail.
Trident of the Wanderer
Cleave. Power+6 vs Power; +6; Drains 3 Power, Courage, or Wisdom.
Stab. Power vs Power; +10; Drains 6 Power, Courage, or Wisdom; Counterattack on Fail.
Magic Stinger. 3 Magic: Power vs Wisdom; +0; Applies Magic-Bleeding 5
Death-Knight Claymore
Power Slash. Power vs Courage; +20.
Cleave. Power-5 vs Courage; +20. If the target dies, hit another target for half damage.
Broken Bow
Standard Shot. Courage+Projectile+25 vs Projectile Target; Projectile; Can use an Arrow, One-Handed, or Two-Handed weapon as a Projectile.
Siege Blast. Power+10 vs Power; +10 (+10/charge); This attack can be charged for extra damage. At 3 charges: +2/charge and Hits All Enemies.
Spirit Arrow. 6 Magic: Wisdom+10 vs Wisdom no Defense Dice; Drains Hearts & Magic equal to net successes; If the target is slain, gain Hearts & Magic equal to net successes.
Keesarang. Courage+10 vs Courage; ½; Applies Bleeding X (X is net successes)
Arrows (vs Courage)
Barbed. 2 Magic; vs. Courage; ½; Grants you Thorns.
Effective Bladed. +6 vs Courage; ½; Applies Bleeding 6.
Bouncy. vs Courage; +0; On hit, strikes another target for ½.
Metal-Tipped. +4 vs Courage; +0.
Arrows (vs Power)
Heartful. -5 vs Power; +0; Applies Cauterized.
Effective Impact. +5 vs Power; ½; Drains 6 Armor.
Phasing. -3 vs Power; +0; Applies Phased Out.
Dark Powder Keg. Power+20 vs Power; 50 / 25; Hits Everyone; Special.
Super Bombs. Power+6 vs Power; 10; Bypasses Cover.
Soul Lantern
Charge. Wisdom+15 vs Courage; +0.
Sol Mask
Sol Barrage. Wisdom+15 vs Wisdom; +0; Disables all Bonuses for 1 Round.
Endowment Spell (Spell - [Affinity]). Cost(X) Magic: [dice type-a= type-b=]; Damage; Effect.
Effective (3) Magic Needle (Spell - Light). 3(1) Magic: Roll your Wisdom +5 dice vs. targets' Wisdom dice; 1/2; Applies Magic Bleeding 6.
Efficient Hasty (2) Repression (Spell - Shadow). 3(1) Magic: Roll your Wisdom +12 dice vs. targets' Wisdom diceNo Attack Dice or Defense Dice; 4; Steal one Spell.
Striking Void Fling (Spell - Shadow). 8(6) Magic: Roll your Wisdom +15 dice vs. targets' Power dice; 6; Repeat with -5 Attack until failure. For each success, multiply damage by 1.5x; Can be rerolled once for free.
Efficient (3) Eternal Flames (Spell - Fire). 3(1) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; +0; Applies Bleeding 7(14).
Effective (3) Eternal Flames (Spell - Fire). 6(4) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; +0; Applies Bleeding 10(20).
Efficient (3) Incinerate (Spell - Fire). 3(1) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; +7; If the target dies, they cannot be revived.
Efficient Hasty (2) Repression (Spell - Shadow). 3(1) Magic: Roll your Wisdom +12 dice vs. targets' Wisdom diceNo Attack Dice or Defense Dice; 4; Steal one Spell.
Striking Void Fling (Spell - Shadow). 8(6) Magic: Roll your Wisdom +15 dice vs. targets' Power dice; 6; Repeat with -5 Attack until failure. For each success, multiply damage by 1.5x; Can be rerolled once for free.
Efficient (3) Eternal Flames (Spell - Fire). 3(1) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; +0; Applies Bleeding 7(14).
Effective (3) Eternal Flames (Spell - Fire). 6(4) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; +0; Applies Bleeding 10(20).
Efficient (3) Incinerate (Spell - Fire). 3(1) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; +7; If the target dies, they cannot be revived.
Efficient Effective (2) Blast (Spell - Fire). 3(1) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; +0; Drains 7 Hearts(14 Hearts.
Efficient Effective Rend Mana (Spell - Spirit). 3(1) Magic: Roll your Wisdom +7 dice vs. targets' Wisdom dice; +0; Drains 8 Magic.
Efficient (2) Effective Glacial Ice (Spell - Water). 3(1) Magic: Roll your Wisdom +3 dice vs. targets' Wisdom dice; +3; Drains 6(12) Courage.
Efficient (2) Effective Crimson Light (Spell - Light). 3(1) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; +5; Drains 6 Wisdom.
Efficient (2) Effective Lava Beam (Spell - Fire). 3(1) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; +6; Drains 5(10) Armor.
Efficient (3) Depths of Despair (Spell - Shadow). 3(1) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; 5; Siphon 4 from any stat; Drain 6 Magic.
Efficient Effective Rend Mana (Spell - Spirit). 3(1) Magic: Roll your Wisdom +7 dice vs. targets' Wisdom dice; +0; Drains 8 Magic.
Efficient (2) Effective Glacial Ice (Spell - Water). 3(1) Magic: Roll your Wisdom +3 dice vs. targets' Wisdom dice; +3; Drains 6(12) Courage.
Efficient (2) Effective Crimson Light (Spell - Light). 3(1) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; +5; Drains 6 Wisdom.
Efficient (2) Effective Lava Beam (Spell - Fire). 3(1) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; +6; Drains 5(10) Armor.
Efficient (3) Depths of Despair (Spell - Shadow). 3(1) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; 5; Siphon 4 from any stat; Drain 6 Magic.
Powerful Piercing Blade of Light (Spell - Light). 20(18) Magic: Roll your Courage +40 dice vs. targets' Wisdom dice; +7; Applies Blinded.
Efficient Radiant Shield (Spell - Light). 14(12) Magic: Roll your Wisdom +30 dice vs. targets' Wisdom dice; -; Target recovers 10 Magic; Applies Warp Shield.
Efficient Speedy (2) Penumbra's Curse (Spell - Shadow). 3(1) Magic: Roll your Wisdom +10 dice vs. targets' Wisdom dice; -; Applies Penumbra's Curse.
Efficient (3) Phase Out (Spell - Shadow). 3(1) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; +5; Applies Phased Out.
Efficient (2) Poison Shell (Spell - Water and Shadow). 4(2) Magic: Roll your Wisdom +12 dice vs. targets' Wisdom dice; -; Applies Bleeding 8(16); Applies Numbed for two Rounds.
Efficient (2) Revelation (Spell - Spirit). 3(1) Magic: Roll your Wisdom +8 dice vs. targets' Wisdom dice No Attack Dice or Defense Dice; -; Applies No Bonus for two Rounds.
Speedy (2) Exhaust (Spell - Spirit). 3(1) Magic: Roll your Wisdom +9 dice vs. targets' Wisdom dice; -; Negate target's Charging status; Applies Exhausted.
Efficient Radiant Shield (Spell - Light). 14(12) Magic: Roll your Wisdom +30 dice vs. targets' Wisdom dice; -; Target recovers 10 Magic; Applies Warp Shield.
Efficient Speedy (2) Penumbra's Curse (Spell - Shadow). 3(1) Magic: Roll your Wisdom +10 dice vs. targets' Wisdom dice; -; Applies Penumbra's Curse.
Efficient (3) Phase Out (Spell - Shadow). 3(1) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; +5; Applies Phased Out.
Efficient (2) Poison Shell (Spell - Water and Shadow). 4(2) Magic: Roll your Wisdom +12 dice vs. targets' Wisdom dice; -; Applies Bleeding 8(16); Applies Numbed for two Rounds.
Efficient (2) Revelation (Spell - Spirit). 3(1) Magic: Roll your Wisdom +8 dice vs. targets' Wisdom dice No Attack Dice or Defense Dice; -; Applies No Bonus for two Rounds.
Speedy (2) Exhaust (Spell - Spirit). 3(1) Magic: Roll your Wisdom +9 dice vs. targets' Wisdom dice; -; Negate target's Charging status; Applies Exhausted.
Efficient (3) Mass Blind (Spell - Light). 3(1) Magic: Roll your Wisdom +6 dice vs. targets' Wisdom dice; -; Applies Blinded.
Efficient (3) Ice Blast (Spell - Water). 3(1) Magic: Roll your Wisdom +5 dice vs. targets' Wisdom dice; 1/5; Drains 3(6) Attack Dice.
Effective (3) Ice Blast (Spell - Water). 6(4) Magic: Roll your Wisdom +5 dice vs. targets' Wisdom dice; 1/5; Drains 6(12) Attack Dice.
Efficient Eruption (Spell - Fire). 4(2) Magic: Roll your Wisdom 15 dice vs. targets' Wisdom dice; 1/2; Ignores Cover.
Volcano (Spell - Fire). 3 Actions, 15(13) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; +0 3; Drains 7 Hearts(14 Hearts).
Efficient (3) Ice Blast (Spell - Water). 3(1) Magic: Roll your Wisdom +5 dice vs. targets' Wisdom dice; 1/5; Drains 3(6) Attack Dice.
Effective (3) Ice Blast (Spell - Water). 6(4) Magic: Roll your Wisdom +5 dice vs. targets' Wisdom dice; 1/5; Drains 6(12) Attack Dice.
Efficient Eruption (Spell - Fire). 4(2) Magic: Roll your Wisdom 15 dice vs. targets' Wisdom dice; 1/2; Ignores Cover.
Volcano (Spell - Fire). 3 Actions, 15(13) Magic: Roll your Wisdom dice vs. targets' Wisdom dice; +0 3; Drains 7 Hearts(14 Hearts).
Efficient Speedy (2) Purify (Spell - Light). 3(1) Magic: Roll your Wisdom +11 dice vs. targets' Wisdom dice; +0; Drains one Shadow Named Effect and all Temporary Reroll Points.
Efficient Speedy (2) Veil of Shadows (Spell - Shadow). 3(1) Magic: Roll your Wisdom +12 dice vs. targets' Wisdom dice; 1/2; Drains up to 5 of a Stat Bonus.
Efficient Speedy (2) Extinguish (Spell - Water). 3(1) Magic: Roll your Wisdom +8 dice vs. targets' Wisdom dice; +0; Drains one one(two) Fire Named Effect(s); You gain Regen 4(8).
Efficient Speedy (2) Cleansing Flames (Spell - Fire). 3(1) Magic: Roll your Wisdom +10 dice vs. targets' Wisdom dice; -; Revert the most recent Heart Recovery from the target.
Efficient (2) Mending Wave (Spell - Spirit). 3(1) Magic: Roll your Wisdom dice vs. targets' Wisdom dice No Attack Dice or Defense Dice; -; Drains one Named Effect Revert the most recent Heart or Magic recovery from the target.
Efficient Speedy (2) Veil of Shadows (Spell - Shadow). 3(1) Magic: Roll your Wisdom +12 dice vs. targets' Wisdom dice; 1/2; Drains up to 5 of a Stat Bonus.
Efficient Speedy (2) Extinguish (Spell - Water). 3(1) Magic: Roll your Wisdom +8 dice vs. targets' Wisdom dice; +0; Drains one one(two) Fire Named Effect(s); You gain Regen 4(8).
Efficient Speedy (2) Cleansing Flames (Spell - Fire). 3(1) Magic: Roll your Wisdom +10 dice vs. targets' Wisdom dice; -; Revert the most recent Heart Recovery from the target.
Efficient (2) Mending Wave (Spell - Spirit). 3(1) Magic: Roll your Wisdom dice vs. targets' Wisdom dice No Attack Dice or Defense Dice; -; Drains one Named Effect Revert the most recent Heart or Magic recovery from the target.
Actions listed here use a Main Action slot, may or may not have a contested check, and deal no damage as part of their resolution
Bomb Arrow (Active Skill). Use a Bomb as a projectile, combining the Bomb with a Bow’s attack.
Clawshot (Tool). Power+5 vs Power; Pull Target to you, can be followed up with a Melee Attack.
Hookshot (Tool). Courage+5 vs Courage; Reel towards Target, can be followed up with a Melee Attack.
Magnetic Gloves (Tool)
Push. Power+5 vs Power; You and Target are unable to move or attack;
Pull. Power+5 vs Power; Steal target’s held items.
Steal (Active Skill). Roll Power, Courage, and Wisdom against the target, if you succeed two out of three, jack their shit.
Bomb Arrow (Active Skill). Use a Bomb as a projectile, combining the Bomb with a Bow’s attack.
Clawshot (Tool). Power+5 vs Power; Pull Target to you, can be followed up with a Melee Attack.
Hookshot (Tool). Courage+5 vs Courage; Reel towards Target, can be followed up with a Melee Attack.
Magnetic Gloves (Tool)
Push. Power+5 vs Power; You and Target are unable to move or attack;
Pull. Power+5 vs Power; Steal target’s held items.
Steal (Active Skill). Roll Power, Courage, and Wisdom against the target, if you succeed two out of three, jack their shit.
Actions listed here use a Support Action slot
Effective (3) Afflicting Attack (Innate Skill). 3 Magic: 1/turn, a Power or Courage attack Drains 5 Courage.
Back Strike (Active Skill). Activate a Counterattack if you defend the next attack to target you.
Camouflage (Active Skill). 3 Magic: Hide, preventing single-target attacks.
[b][i]Quad Split (Weapon – Four Sword). Split into four copies.
Soul Lantern v2 (Shield)
Absorb Souls. Absorb a contained soul, granting a stat boost.
Attract Souls. 5 Magic: All souls are drawn to your lantern.
Release Souls. Releases souls? Use unclear.
Spirit Siphon (Active Skill). Siphon the spirit of a dying soul.
Back Strike (Active Skill). Activate a Counterattack if you defend the next attack to target you.
Camouflage (Active Skill). 3 Magic: Hide, preventing single-target attacks.
[b][i]Quad Split (Weapon – Four Sword). Split into four copies.
Soul Lantern v2 (Shield)
Absorb Souls. Absorb a contained soul, granting a stat boost.
Attract Souls. 5 Magic: All souls are drawn to your lantern.
Release Souls. Releases souls? Use unclear.
Spirit Siphon (Active Skill). Siphon the spirit of a dying soul.
Efficient Effective (2) Extend (Spell – Light). 3(1) Magic: +7 Hearts.
Efficient Effective (2) Steel Shadows (Spell – Shadow). 3(1) Magic: +7 Power.
Efficient Effective (2) Shadow Speed (Spell – Shadow). 3(1) Magic: +7 Courage.
Efficient Effective (2) Enlighten (Spell – Light). 3(1) Magic: +7 Wisdom.
Effective (3) Burning Blade (Spell – Fire). 3(1) Magic: +6(+12) Attack Dice.
Efficient Effective (2) Flare Up (Spell – Fire). 3(1) Magic: Next attack gains +10(+20) dice.
Efficient (2) Effective Untouchable (Spell – Water). 3(1) Magic: +4(+8) Defense Dice.
Effective (3) Restoration Bubble (Spell – Water). 2(1) Magic: Grants Regen 5(10).
Efficient Effective (2) Steel Shadows (Spell – Shadow). 3(1) Magic: +7 Power.
Efficient Effective (2) Shadow Speed (Spell – Shadow). 3(1) Magic: +7 Courage.
Efficient Effective (2) Enlighten (Spell – Light). 3(1) Magic: +7 Wisdom.
Effective (3) Burning Blade (Spell – Fire). 3(1) Magic: +6(+12) Attack Dice.
Efficient Effective (2) Flare Up (Spell – Fire). 3(1) Magic: Next attack gains +10(+20) dice.
Efficient (2) Effective Untouchable (Spell – Water). 3(1) Magic: +4(+8) Defense Dice.
Effective (3) Restoration Bubble (Spell – Water). 2(1) Magic: Grants Regen 5(10).
Striking Efficient Mirage (Spell – Light and Shadow). 3(1) Magic: Grants Disillusion; Can be Rerolled once for free.
Efficient Displace (Spell – Light and Shadow). 4(2) Magic: Conjure shadow clone for Offense or Defense.
Efficient Displace (Spell – Light and Shadow). 4(2) Magic: Conjure shadow clone for Offense or Defense.
Illusion of Invisibility (Spell - Light). X(X-2) Magic: Cause an object to become Invisible until it touches anything or takes damage.
Illusion of Creation (Spell - Shadow). X(X-2) Magic: Create a 3D image of something until you leave the area.
Illusion of Sound (Spell - Water). X(X-2) Magic: Create a sound of your choice until you leave the area or tethered to an object until it takes damage.
Illusion of Disguise (Spell - Fire). X(X-2) Magic: Cause a target to look like someone else of the same race until they take damage.
Illusion of Haunting (Spell - Spirit). X(X-2) Magic: Make an area seem haunted Or make an object seem haunted.
Illusion of Creation (Spell - Shadow). X(X-2) Magic: Create a 3D image of something until you leave the area.
Illusion of Sound (Spell - Water). X(X-2) Magic: Create a sound of your choice until you leave the area or tethered to an object until it takes damage.
Illusion of Disguise (Spell - Fire). X(X-2) Magic: Cause a target to look like someone else of the same race until they take damage.
Illusion of Haunting (Spell - Spirit). X(X-2) Magic: Make an area seem haunted Or make an object seem haunted.
Efficient Damage Recovery (Spell - Shadow). 3(1) Magic: Target recovers Magic equal to their most recent damage recieved (max 20).
Haste (Spell – Spirit). 3(1) Magic: Grants Quick Charge.
Haste (Spell – Spirit). 3(1) Magic: Grants Quick Charge.
Actions listed here can be used freely once or more per round
Air Dash (Innate Skill). 2m: Cancel velocity and double jump.
Magic Feather (Tool – Magic Feather). 2 Magic, +3 Defense Dice, Jump distance Doubled; Fall Damage Halved.
Queen of the Gerudo (Innate Skill). 1/round, free reroll point.
Quick Switch (Passive Skill). 1/round, instantly swap one piece of Equipment.
Air Dash (Innate Skill). 2m: Cancel velocity and double jump.
Magic Feather (Tool – Magic Feather). 2 Magic, +3 Defense Dice, Jump distance Doubled; Fall Damage Halved.
Queen of the Gerudo (Innate Skill). 1/round, free reroll point.
Quick Switch (Passive Skill). 1/round, instantly swap one piece of Equipment.
Actions listed here are used in response to a trigger.
Kaiten (Weapon – Broken Bow Blades). 6 Magic, When defending against a Single-Target Ranged-Attack: Reflect attack to a random target, or defend +10 to choose the target.
Desert Cape (Robe)
Status Absorb. 6 Magic, When hit by an attack that would decrease a Stat or Bonus: The respective stat is increased by the intended amount instead.
Reflect. 6 Magic, When targeted with a Single-Target Magic Ranged-Attack: Reflect the attack at the same success rate.
Reflect All. 1 Action from next turn, 12 Magic, When targeted with a Magic Ranged-Attack that Hits All Enemies: Reflect the attack Hits All Enemies.
Soul Defense (Shield – Soul Lantern v2). -5 Wisdom, When defending: Override defense stat with Wisdom.
Kaiten (Weapon – Broken Bow Blades). 6 Magic, When defending against a Single-Target Ranged-Attack: Reflect attack to a random target, or defend +10 to choose the target.
Desert Cape (Robe)
Status Absorb. 6 Magic, When hit by an attack that would decrease a Stat or Bonus: The respective stat is increased by the intended amount instead.
Reflect. 6 Magic, When targeted with a Single-Target Magic Ranged-Attack: Reflect the attack at the same success rate.
Reflect All. 1 Action from next turn, 12 Magic, When targeted with a Magic Ranged-Attack that Hits All Enemies: Reflect the attack Hits All Enemies.
Soul Defense (Shield – Soul Lantern v2). -5 Wisdom, When defending: Override defense stat with Wisdom.
Actions listed here make use of the Charge mechanic. Actions in this category are divided into hybrid-categories
Fatal Flames (Spell – Fire). 2 Actions, 12 Magic: Wisdom+5 vs Wisdom; +10; Applies Fatal Burn.
Golden Seal (Spell – Light). 2 Actions, 15 Magic: Wisdom+12 vs Wisdom; ½; Halves target’s Wis.
Inverse Kaiten (Signature Skill). 3 Actions, 9 Magic: Make three attacks with Broken Bow Blades followed by a Siege Blast.
Volcano (Spell – Fire). 3 Actions, 15 Magic: Wisdom vs Wisdom; +0 3; Target(s) lose 7 Hearts; Hit All Enemies.
Golden Seal (Spell – Light). 2 Actions, 15 Magic: Wisdom+12 vs Wisdom; ½; Halves target’s Wis.
Inverse Kaiten (Signature Skill). 3 Actions, 9 Magic: Make three attacks with Broken Bow Blades followed by a Siege Blast.
Volcano (Spell – Fire). 3 Actions, 15 Magic: Wisdom vs Wisdom; +0 3; Target(s) lose 7 Hearts; Hit All Enemies.
Down Thrust (Active Skill). 1 Action: Roll Courage, then make a melee attack, increasing your dice total by half the result of the Courage roll.
Spin Attack (Active Skill). 1 Action or Dual Wielding: Weapon Attack+6, ½; Hits All Enemies.
Spin Attack (Active Skill). 1 Action or Dual Wielding: Weapon Attack+6, ½; Hits All Enemies.
Efficient Foam Mass (Spell – Water). 1 Action, 7 Magic: Target gains 20 TempHP.
Efficient Returning Tide (Spell – Water). 2 Actions, 3 Magic: Target is Revived to 10 Hearts
Spirit of Fire and Ice (Signature Skill). 3 Actions, -5 Wisdom/Action while Charging 20 Magic: Activates TWINROVA form.
Spiritual Overwhelm (Spirit – Faron). 3 Actions, 8 Magic: Activates TAILED BEAST form.
Efficient Returning Tide (Spell – Water). 2 Actions, 3 Magic: Target is Revived to 10 Hearts
Spirit of Fire and Ice (Signature Skill). 3 Actions, -5 Wisdom/Action while Charging 20 Magic: Activates TWINROVA form.
Spiritual Overwhelm (Spirit – Faron). 3 Actions, 8 Magic: Activates TAILED BEAST form.
A Spirit of Fire and Ice
- INFORMATION: This skill was acquired as a result of using Spirit Siphon on Koume & Kotake
- TYPE: Support Action
- COSTS: 20 Magic
- CHARGE: 3 Actions
- Begin charging by calling upon the spirits of Koume & Kotake within you.
- As it charges, you hear their endless bickering echoing throughout your mind. For each Action you charge this ability, lose 5 Wisdom.
- Begin charging by calling upon the spirits of Koume & Kotake within you.
- DESCRIPTION: Once charged, you regain any lost Wisdom, and you're able to bring forth the power of Twinrova. Your hair redecorates itself into twin braids, one of which shoots flames behind you, the other of which freezes the air behind you. However that combination works, you're not sure. Also, for whatever reason, your bust improves.
- Attack Dice: +10
- Gain an additional +10 for Fire-based and Water-based attacks
- Gain an additional +10 for Fire-based and Water-based attacks
- EFFECT 1: You become reinvigorated, recovering to your Maximum Hearts & Magic.
- EFFECT 2: Gain the Fire & Water affinities.
- EFFECT 3: Your Flame & Frost Spirit Gems become inactive. However, your Twinrova Spirit Gem becomes active.
- EFFECT 4: Any Fire-based and/or Water-based spells you use have their effects doubled.
- Attack Dice: +10
Inverse Kaiten
- REQUIREMENT 1: This can only be used by Corsava.
- REQUIREMENT 2: This requires the Broken Bow in its Twin Blades form
- TYPE: Main Action
- COSTS: 9 Magic
- CHARGE: 3 Actions
- Begin charging by channeling the spirit of Destra from within your soul. As it charges, the sun begins to reflect on your blades, even if you’re in an abyss of darkness, charging until you’re wielding blades of sunlight.
- Begin charging by channeling the spirit of Destra from within your soul. As it charges, the sun begins to reflect on your blades, even if you’re in an abyss of darkness, charging until you’re wielding blades of sunlight.
- DESCRIPTION: Once charged, rush towards an opponent, then spin like you’re using Kaiten, but keep bouncing around the opponent, striking them multiple times. Roll this three times; target rolls once to defend.
- Roll your Courage +15 dice vs. targets' Courage dice * 3
- Damage: 9 per hit
- EFFECT 1: For each hit, siphon 3 Power from the target to you.
- EFFECT 2: If all three hit, target receives Open Tendons:
- Once per turn, if the target attacks or defends, target takes 10% of his Maximum Hearts as Neutral Damage.
- DURATION: This only ends if you, the afflicter, dies.
- Once per turn, if the target attacks or defends, target takes 10% of his Maximum Hearts as Neutral Damage.
- EFFECT 3: Afterwards, combine your blades at the hilt and flip over the target’s head in a single motion, and follow up with a 2 Action Charged Siege Blast with a bonus +5 Dice, then ride the edge of its explosion into a graceful flip before landing.
- Damage: 9 per hit
- Roll your Courage +15 dice vs. targets' Courage dice * 3
Endowed Afflicting Attack
- RESTRICTIONS: This is an Innate Skill. Only Gerudo can learn and use this skill.
- TYPE: Support Action
- COSTS: 3 Magic
- DESCRIPTION: Gerudo are able to apply a type of poison to their physical attacks, inhibiting certain abilities on-hit.
- EFFECT: Imbue your Power- and Courage- based damaging attacks with a special toxin that allows them to apply extra debuffs to the target. Pick one of the following two EFFECTS to give your weapons:
- EFFECT A: Once per turn, if the attack hits, target loses 5 Courage
- EFFECT B: Once per turn, if the attack hits, target's next Spell also costs 2 Hearts
- EFFECT A: Once per turn, if the attack hits, target loses 5 Courage
- EFFECT: Imbue your Power- and Courage- based damaging attacks with a special toxin that allows them to apply extra debuffs to the target. Pick one of the following two EFFECTS to give your weapons:
Air Dash
- RESTRICTION 1: This is an Innate Skill. Only Gerudo can learn and use this skill.
- RESTRICTION 2: This can only be used once for each jump.
- REQUIREMENTS: Can only be used while jumping
- TYPE: Free Action
- COSTS: 2 Magic
- DESCRIPTION: While jumping, you can suddenly dash in any direction with Magic.
- EFFECT: Suddenly dash in any direction, instantly changing your direction and cancelling any existing falling velocity you had.
- This dash acts like a double jump, so 2 Success from a Courage roll = 1 foot traveled. Any modifiers you have for jumping will affect this as well.
- This dash acts like a double jump, so 2 Success from a Courage roll = 1 foot traveled. Any modifiers you have for jumping will affect this as well.
- EFFECT: Suddenly dash in any direction, instantly changing your direction and cancelling any existing falling velocity you had.
Desert Survivalist
- RESTRICTION: This is an Innate Skill. Only Gerudos can learn and use this skill.
- DESCRIPTION: Gerudos have evolved to withstand harsh desert conditions, giving them resistance to the harsh sun and desert.
- EFFECT 1: You can remain out in harsh sun for considerably longer periods of time than other people without any ill effects.
- EFFECT 2: You can go longer without water than other people without any ill effects.
- EFFECT 3: You can tolerate hot desert sand for longer than other people without any ill effects.
- EFFECT 1: You can remain out in harsh sun for considerably longer periods of time than other people without any ill effects.
Queen of the Gerudo
- INFORMATION: This skill was acquired as a result of using Spirit Siphon on Koume & Kotake
- RESTRICTIONS: This is an Innate Skill. Only Gerudos can learn and use this skill.
- DESCRIPTION: The Gerudo are a proud warrior race, having natural offensive and defensive capabilities. You have awakened the hidden power of your focus, enabling you to be concentrated at all times.
- Attack Dice & Defense Dice: +5
- EFFECT: Once per round, you can reroll any roll for free.
- Attack Dice & Defense Dice: +5
Wisdom of the Ancients
- INFORMATION: This skill was acquired as a result of using Spirit Siphon on Koume & Kotake
- DESCRIPTION: Over the years, the two witches have aged drastically, losing their former spunk and warrior prowess. However, what they lack in physical ability, they make up for in Magic, which they’ve absorbed over time from countless victims. Siphoning their souls has granted you access to this font of magical power.
- Magic: +10
- Magic Costs: -2 (down to a minimum of 1 Magic).
- EFFECT: Each time you deal damage, siphon Magic from the target equal to the damage done.
- Magic: +10
Weather Sight
- RESTRICTIONS: This is an Innate Skill. Only Gerudo can learn and use this skill.
- DESCRIPTION: Gerudos are capable of seeing through sandstorms and other types of storms, giving them the advantage when inside storms.
- EFFECT: You can see through any kind of weather condition as if it were clear.
- EFFECT: You can see through any kind of weather condition as if it were clear.
Back Strike
- SELL VALUE: 100 Rupees
- TYPE: Support Action
- DESCRIPTION: Prepare yourself to retaliate against an oncoming attack by placing yourself into a Counter Stance.
- EFFECT: If you successfully defend the next attack that hits you, you can Counterattack the attacker by rolling behind them:
- Roll your Courage +5 dice vs. targets' Courage dice
- EFFECT: If it succeeds, follow-up with an attack from an equipped weapon, gaining Dice equal to the difference in successes.
- EFFECT: If it succeeds, follow-up with an attack from an equipped weapon, gaining Dice equal to the difference in successes.
- Roll your Courage +5 dice vs. targets' Courage dice
- EFFECT: If you successfully defend the next attack that hits you, you can Counterattack the attacker by rolling behind them:
Bomb Arrow
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A Bow and the Bombs item
- TYPE: Main Action
- DESCRIPTION: Load a Bomb into your Bow and suddenly the Bomb turns into an Arrow against the laws of logic. You can then fire it using one of the Bomb’s attacks.
- EFFECT: Select an attack that the Bomb has and fire the arrow at the target.
- The Dice Modifier is equal to the combined Dice Modifiers of the bow and the bomb’s attack.
- The Damage Modifier uses the bomb’s attack.
- The Dice Modifier is equal to the combined Dice Modifiers of the bow and the bomb’s attack.
- EFFECT: Select an attack that the Bomb has and fire the arrow at the target.
Camouflage
- SELL VALUE: 125 Rupees
- REQUIREMENTS: Specify what you're camouflaging with
- If you say "the darkness" or "the shadows", be aware that it has no effect against anyone with Dark Vision
- If you say "the darkness" or "the shadows", be aware that it has no effect against anyone with Dark Vision
- TYPE: Support Action
- COSTS: 3 Magic
- DESCRIPTION: Shh! I'm being sneaky. Go away! Magically camouflage in with something nearby to go sneaky.
- You cannot be targeted by anything Single-Target.
- If you take any damage or do anything other than moving around, Camouflage ends.
- You cannot be targeted by anything Single-Target.
Down Thrust
- SELL VALUE: 100 Rupees
- REQUIREMENTS: A melee weapon
- TYPE: Main Action
- CHARGE: 1 Action
- Charge by preparing yourself for a large leap.
- Charge by preparing yourself for a large leap.
- DESCRIPTION: Once charged, you can leap over the target and stab their head along the way. Why? Because that's how things work.
- Jump first by rolling your Courage stat. Add half of the result as Dice to your attack roll as you fall on your target from above, hitting them with a melee attack from your weapon.
- Jump first by rolling your Courage stat. Add half of the result as Dice to your attack roll as you fall on your target from above, hitting them with a melee attack from your weapon.
Spin Attack
- SELL VALUE: 100 Rupees
- REQUIREMENTS: A melee weapon
- TYPE: Main Action
- CHARGE: 1 Action
- Charge by pouring your energy into your weapon, which emits a blue glow.
- If you have two melee weapons equipped, you can bypass the Charge time entirely.
- Charge by pouring your energy into your weapon, which emits a blue glow.
- DESCRIPTION: Once charged, you can spin rapidly with the weapon, causing a wave of energy to hit all enemies.
- This uses your weapon’s standard attack roll + 6 dice
- Damage: Halved
- Damage: Halved
- This uses your weapon’s standard attack roll + 6 dice
Spirit Siphon
- REQUIREMENT 1: Spirit
- REQUIREMENT 2: A Spirit of Light & a Golden Artifact
- TYPE: Support Action
- DESCRIPTION: By channeling the power of a Spirit of Light through your artifact, you can siphon the spirit of someone that’s fallen into your own soul.
- EFFECT 1: You experience a flash of their memories and generally what they felt in life.
- EFFECT 2: If they had a Signature Move, you gain that as well.
- EFFECT 3: Part of their soul is permanently absorbed into your own. Should you absorb someone whose morality clashes with your own, or absorb too many souls, this will have permanent, adverse effects on your soul.
- EFFECT 1: You experience a flash of their memories and generally what they felt in life.
Steal
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A free hand
- TYPE: Main Action
- DESCRIPTION: Select a target to steal from. Hopefully it's not considered illegal.
- Roll your Power dice vs. targets' Power dice
- Damage: None
- Damage: None
- Roll your Courage dice vs. targets' Courage dice
- Damage: None
- Damage: None
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If at least two of the three attacks are successful, steal an item that's equipped by the target.
- Then, either store it in your inventory or, if you meet the REQUIREMENTS, you can immediately equip it.
- Then, either store it in your inventory or, if you meet the REQUIREMENTS, you can immediately equip it.
- Damage: None
- Roll your Power dice vs. targets' Power dice
Poke
- SELL VALUE: 50 Rupees
- DESCRIPTION: Poke someone. For the lulz. This is automatic and counts as a Support Action, by the way.
- Neutral Damage: 1
- FYI: This does not break Cover.
- Neutral Damage: 1
(6) Great Strength
- SELL VALUE: 1000 Rupees
- Stat Point Cost: 6
- DESCRIPTION: You become so strong that you are able to wield a heavy weapon considerably easier than normal.
- EFFECT: You can wield one Two-Handed item as a One-Handed item.
- EFFECT: You can wield one Two-Handed item as a One-Handed item.
(3) Latent Power
- SELL VALUE: 1000 Rupees
- Stat Point Cost: 3
- DESCRIPTION: Your power increases throughout the battle, granting boosts at the end of each round.
- EFFECT: At the end of each round; you gain 1 Power, 1 Courage, and 1 Wisdom
- EFFECT: At the end of each round; you gain 1 Power, 1 Courage, and 1 Wisdom
(3) Quick Switch
- SELL VALUE: 150 Rupees
- Stat Point Cost: 3
- DESCRIPTION: Your arms become so fast at switching equipment that it occurs almost instantaneously, allowing you to reactively switch when defending.
- EFFECT: Once per round, when someone is about to attack you, you can switch out one piece of Equipment that you’ve got equipped.
- EFFECT: Once per round, when someone is about to attack you, you can switch out one piece of Equipment that you’ve got equipped.
(0) Spirit Vision (Enabled)
- Stat Point Cost: 0
- DESCRIPTION: Granted to you by Ordona, Spirit of Light, your Spirit Affinity allows you passively see the spirits and souls of everyone, as well as things that only exist in the spectral realm.
Basic
Cover
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- If you are unsuccessful in defending any attack, Cover wears off.
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- Cover:
Hide
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- This can stack up to three times.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
Basic Counter
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
Two Hands for One
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
Punch
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- Damage: Halved
- Roll your Power +5 dice vs. targets' Power dice
Bash
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- Damage: -2
- Damage: -2
- Roll your Power +3 dice vs. targets' Power dice
Throw
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- Damage: None
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- Target Damage: +0
- ATTACK 1: Roll your Power dice vs. targets' Power dice
Kick
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: Halved
- Damage: Halved
- Roll your Courage +5 dice vs. targets' Courage dice
Escape
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Courage dice
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Outrun:
Sneak-Up
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Taunt
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- Target’s single-target Combat Actions can only target you.
- Damage: None
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
Stealth Strike
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Single-Target Attack Spell
Effective (3) Magic Needle
- SELL VALUE: 150 Rupees
- INFORMATION: This spell is an Endowed Spell. This Ascended Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Light
- COSTS: 3 Magic
- DESCRIPTION: Poke a hole in the target’s Magic pool, causing Magic to leak out.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target gets Magic Bleeding x6.
- Damage: Halved
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
Efficient Hasty (2) Repression
- SELL VALUE: 200 Rupees
- INFORMATION: This spell is an Endowed Common Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Shadow
- COSTS: 3 Magic
- DESCRIPTION: Attack a target’s mind directly through telepathy, attempting to compromise it by extracting memories that the target tries to repress.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom +12 dice vs. targets' Wisdom dice
- Neutral Damage: 4
- EFFECT: Temporary steal one Spell from the target to you.
- You can cast that Spell regardless of its RESTRICTIONS.
- DURATION: At the end of the battle, the Spell is returned to the target.
- You can cast that Spell regardless of its RESTRICTIONS.
- Neutral Damage: 4
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
Striking Void Fling
- SELL VALUE: 1000 Rupees
- INFORMATION: This spell is an Lost Spell. This Lost Spell has had 2/2 Endowments applied to it.
- REQUIREMENTS: Shadow
- COSTS: 8 Magic
- DESCRIPTION: Create a series of voids along a path and fling a target across them.
- Roll your Wisdom +15 dice vs. targets' Power dice
- Damage: 6
- EFFECT: If it hits, continue rolling against the target with -5 and no Magic cost.
- For each successful roll after the first, the damage caused by this attack is multilied by 1.5.
- Round the current number up before multiplying.
- Anything that boosts damage is added to the total damage dealt, not to the base damage.
- Round the current number up before multiplying.
- This continues until the roll fails.
- EFFECT: This can be rerolled once for free.
- For each successful roll after the first, the damage caused by this attack is multilied by 1.5.
- Damage: 6
- Roll your Wisdom +15 dice vs. targets' Power dice
Efficient (3) Eternal Flames
- SELL VALUE: 300 Rupees
- INFORMATION: This spell is an Endowed Spell. This Ascended Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Engulf the target in flames that last for eternity, consuming them until nothing remains.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target gets Bleeding x7.
- Damage: +0
- Roll your Wisdom dice vs. targets' Wisdom dice
Effective (3) Eternal Flames
- SELL VALUE: 300 Rupees
- INFORMATION: This spell is an Endowed Common Spell. This Ascended Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Fire
- COSTS: 6 Magic
- DESCRIPTION: Engulf the target in flames that last for eternity, consuming them until nothing remains.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target gets Bleeding x10.
- Damage: +0
- Roll your Wisdom dice vs. targets' Wisdom dice
Efficient (3) Incinerate
- SELL VALUE: 300 Rupees
- INFORMATION: This spell is an Endowed Common Spell. This Ascended Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Completely decimate a target with intense heat, disintegrating whatever remains.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +7
- EFFECT: If the target dies, they are turned to nothingness and cannot be revived for the remainder of the battle.
- Damage: +7
- Roll your Wisdom dice vs. targets' Wisdom dice
Single-Target Debuffs
Efficient Effective (2) Blast
- SELL VALUE: 200 Rupees
- INFORMATION: This spell is an Endowed Spell. This Ascended Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: A high-powered explosion of Fire that blasts a chunk of the target off.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 7 Hearts (stat).
- Damage: +0
- Roll your Wisdom dice vs. targets' Wisdom dice
Efficient Effective Rend Mana
- SELL VALUE: 1000 Rupees
- INFORMATION: This spell is an Lost Spell. This Lost Spell has had 2/2 Endowements applied to it.
- REQUIREMENTS: Spirit
- COSTS: 3 Magic
- DESCRIPTION: Grab a target in a soul lock and forcefully rend their Magic pool, severely damaging the foe's ability to cast Magic.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 8 Magic (Stat)
- Damage: +0
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
Efficient (2) Effective Glacial Ice
- SELL VALUE: 250 Rupees
- INFORMATION: This spell is an Endowed Spell. This Ascended Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Water
- COSTS: 3 Magic
- DESCRIPTION: Fling a large chunk of ice at a target, reducing their speed.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +3
- EFFECT: If it hits, target loses 6 Courage.
- Damage: +3
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
Efficient (2) Effective Crimson Light
- SELL VALUE: 250 Rupees
- INFORMATION: This spell is an Endowed Spell. This Ascended Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Light
- COSTS: 3 Magic
- DESCRIPTION: Form a blade of red Light rays, and strike a target!
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +5
- EFFECT: If it hits, target loses 6 Wisdom.
- Damage: +5
- Roll your Wisdom dice vs. targets' Wisdom dice
Efficient (2) Effective Lava Beam
- SELL VALUE: 250 Rupees
- INFORMATION: This spell is an Endowed Spell. This Ascended Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: A searing beam of lava that melts everything it comes in contact with.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +6
- EFFECT: If it hits, target loses 5 Armor.
- Damage: +6
- Roll your Wisdom dice vs. targets' Wisdom dice
Efficient (3) Depths of Despair
- SELL VALUE: 750 Rupees
- INFORMATION: This spell is an Endowed Common Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Shadow
- COSTS: 3 Magic
- DESCRIPTION: Focus your violent thoughts into the depths of despair, striking your target’s mind directly.
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Neutral Damage: 5
- EFFECT: If it hits, select one of the target’s stats (Power, Courage, Wisdom, Hearts, or Magic) and siphon 4 from it.
- EFFECT: If it hits, target loses 6 Magic.
- Neutral Damage: 5
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
Single-Target Condition
Powerful Piercing Blade of Light
- INFORMATION: This spell is an Endowed Omniscient Spell. This spell has had 1/1 Endowments applied to it.
- NOTE: Although this has global range, if you can’t clearly see your target, it might not hit your intended target.
- REQUIREMENTS: Light
- COSTS: 20 Magic
- DESCRIPTION: A blade made physically out of Light. Simply manifesting it defies the laws of physics, threatening to explode in your grip. However, when you throw it, it fires in a straight line, no matter the distance! If you wanted, you could even throw it at the moon. Can be thrown at one target.
- Roll your Courage +40 dice vs. targets' Wisdom dice
- Damage: +7
- EFFECT: If it hits, target gets Blinded:
- When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
- When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
- Damage: +7
- Roll your Courage +40 dice vs. targets' Wisdom dice
Efficient Radiant Shield
- INFORMATION: This spell is an Omniscient Spell. This spell has had 1/1 Endowments applied to it.
- NOTE: Although this has global range, if you can’t clearly see your target, it might not hit your intended target.
- REQUIREMENTS: Light
- COSTS: 14 Magic
- DESCRIPTION: Fire a beam of Light from afar with global range, and when it strikes the target, it reacts with their Magic and disperses around them into a Warp Shield. If this is used on an ally, it counts as a Support Action.
- Roll your Wisdom +30 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT 1: Target recovers 10 Magic.
- EFFECT 2: Additionally, if it hits, target gets Warp Shield:
- Any damage the target takes will instead drain it from their Magic.
- As long as the Warp Shield is active, target’s Armor has no impact on damage taken.
- DURATION: Until the target’s Magic drops to 0
- Any damage the target takes will instead drain it from their Magic.
- Damage: None
- Roll your Wisdom +30 dice vs. targets' Wisdom dice
Efficient Speedy (2) Penumbra's Curse
- SELL VALUE: 200 Rupees
- INFORMATION: This spell is an Endowed Spell. This Ascended Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Shadow
- COSTS: 3 Magic
- DESCRIPTION: A curse hovers in the shadow of the target’s shadow… wait what?
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Penumbra's Curse:
- Target rolls twice anytime they defend, and they’re forced to take the lower roll. Reroll Points will not affect the roll any further.
- Target rolls twice anytime they defend, and they’re forced to take the lower roll. Reroll Points will not affect the roll any further.
- Damage: None
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
Efficient (3) Phase Out
- SELL VALUE: 300 Rupees
- INFORMATION: This spell is an Endowed Spell. This Ascended Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Shadow
- COSTS: 3 Magic
- DESCRIPTION: Rip an enemy target out from the physical plane of existence.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +5
- EFFECT: If it hits, target gets Phased Out:
- If any of the target’s stats hits 0, except Magic, the target instantly dies.
- If any of the target’s stats hits 0, except Magic, the target instantly dies.
- Damage: +5
- Roll your Wisdom dice vs. targets' Wisdom dice
Efficient (2) Poison Shell
- SELL VALUE: 1000 Rupees
- INFORMATION: This spell is an Lost Spell. This Lost Spell has had 2/2 Endowments applied to it.
- REQUIREMENTS: Water and Shadow
- COSTS: 4 Magic
- DESCRIPTION: Fling a bubble of violently corrosive water at a target, heavily scarring them if it hits.
- Roll your Wisdom +12 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT 1: Target gets Bleeding x8 if they are hit
- EFFECT 2: Target also gets Numbed if they are hit:
- Target’s Combat Actions have their Dice & Damage Modifiers removed.
- DURATION: Two rounds.
- Target’s Combat Actions have their Dice & Damage Modifiers removed.
- Damage: None
- Roll your Wisdom +12 dice vs. targets' Wisdom dice
Efficient (2) Revelation
- SELL VALUE: 1000 Rupees
- INFORMATION: This spell is an Lost Spell. This Lost Spell has had 2/2 Endowments applied to it.
- REQUIREMENTS: Spirit
- COSTS: 3 Magic
- DESCRIPTION: Lock the target's soul in your mind and send a pulse of magic that forces them to realize the truth of their soul
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets affected by No Bonus:
- All Numerical Bonuses not granted by equipment are temporarily reduced to 0.
- DURATION: 2 Rounds.
- All Numerical Bonuses not granted by equipment are temporarily reduced to 0.
- Damage: None
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
Speedy (2) Exhaust
- SELL VALUE: 1000 Rupees
- INFORMATION: This spell is an Lost Spell. This Lost Spell has had 2/2 Endowments applied to it.
- REQUIREMENTS: Spirit
- COSTS: 3 Magic
- DESCRIPTION: Grapple onto a targets' soul and exhaust them, preventing them from charging up
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom +9 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT 1: If it hits, cancel anything the target is Charging for.
- EFFECT 2: Additionally, target gets Exhausted:
- Target can not use any actions that involve Charging.
- Target can not use any actions that involve Charging.
- Damage: None
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
Area of Effect
Efficient (3) Mass Blind
- SELL VALUE: 300 Rupees
- INFORMATION: This spell is an Endowed Spell. This Ascended Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Light
- COSTS: 3 Magic
- DESCRIPTION: Shine a Light so bright, it lights up the night! Hits all enemies.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Target(s) hit get Blinded:
- When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
- When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
- Damage: None
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
Efficient (3) Ice Blast
- SELL VALUE: 300 Rupees
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Water
- COSTS: 3 Magic
- DESCRIPTION: Set off a large-scale blast of ice, chilling all enemies.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Target(s) hit lose 3 Attack Dice.
- Damage: Halved
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
Effective (3) Ice Blast
- SELL VALUE: 300 Rupees
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Water
- COSTS: 6 Magic
- DESCRIPTION: Set off a large-scale blast of ice, chilling all enemies.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Target(s) hit lose 6 Attack Dice.
- Damage: Halved
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
Efficient (3) Eruption
- SELL VALUE: 350 Rupees
- INFORMATION: This spell is a Common Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Fire
- COSTS: 4 Magic
- DESCRIPTION: Cause the ground itself to erupt in a violent burst of flames, hitting all enemies.
- EFFECT: Bypasses Cover.
- Roll your Wisdom +15 dice vs. targets' Wisdom dice
- Damage: Halved
- Damage: Halved
- EFFECT: Bypasses Cover.
Volcano
- SELL VALUE: 1,250 Rupees
This spell is an Ascended Spell.
- REQUIREMENTS: Fire
- CHARGE: 3 Actions
- Charge up by causing a tremor, through the surge of lava rushing to the surface.
- Charge up by causing a tremor, through the surge of lava rushing to the surface.
- COSTS: 15 Magic
- DESCRIPTION: When fully charged, rip open the ground from beneath the foe’s party and drop them all into a pit of lava, burning their bodies to a crisp. Hits all enemies
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- Neutral Damage: 3
- EFFECT: Target(s) hit lose 7 Hearts (Stat).
- Damage: +0
- Roll your Wisdom dice vs. targets' Wisdom dice
Effect Wipes
Efficient Speedy (2) Purify
- SELL VALUE: 200 Rupees
- INFORMATION: This spell is an Endowed Common Spell. This Spell has had 3/3 Endowments applied to it
- REQUIREMENTS: Light
- COSTS: 3 Magic
- DESCRIPTION: Purify a target, ridding them of their tricks. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to an ally.
- Offensive:
- Roll your Wisdom +11 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, remove one Shadow Named Effect from the target as well as any Temporary Reroll Points.
- Damage: +0
- Roll your Wisdom +11 dice vs. targets' Wisdom dice
- Support:
- EFFECT 1: Remove one Shadow Named Effect from the target.
- EFFECT 2: Additionally, target recovers 6 Hearts.
- EFFECT 1: Remove one Shadow Named Effect from the target.
- Offensive:
Efficient Speedy (2) Veil of Shadows
- SELL VALUE: 200 Rupees
- INFORMATION: This spell is an Endowed Common Spell. This Spell has had 3/3 Endowments applied to it
- REQUIREMENTS: Shadow
- COSTS: 3 Magic
- DESCRIPTION: A veil of soothing yet threatening shadows surrounds a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to an ally.
- Offensive Spell:
- Roll your Wisdom +12 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, remove up to 5 of a selected Stat Bonus from the target.
- Damage: Halved
- Roll your Wisdom +12 dice vs. targets' Wisdom dice
- Support Spell:
- EFFECT 1: Remove one Light Named Effect from the target.
- EFFECT 2: Additionally, remove one Negative Stat Bonus from the target.
- EFFECT 1: Remove one Light Named Effect from the target.
- Offensive Spell:
Efficient Speedy (2) Extinguish
- SELL VALUE: 200 Rupees
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Water
- COSTS: 3 Magic
- DESCRIPTION: Extinguish a fire raging on a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to yourself or an ally.
- Offensive:
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT 1: If it hits, Remove one Fire Named Effect from the target.
- EFFECT 2: If it hits, you gain Regen x4.
- Damage: +0
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Support:
- EFFECT 1: Remove one Fire Named Effect from the target.
- EFFECT 2: Additionally, remove any Negative Armor Bonuses from the target.
- EFFECT 1: Remove one Fire Named Effect from the target.
- Offensive:
Efficient Speedy (2) Cleansing Flames
- SELL VALUE: 200 Rupees
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: A mild but purifying flame graces a target. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to yourself or an ally.
- Offensive:
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, revert the most recent Hearts Recovery the target received.
- The target cannot drop below 1 Heart as a result of this.
- The target cannot drop below 1 Heart as a result of this.
- Damage: None
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
- Support:
- EFFECT 1: Remove one Nature Named Effect from the target.
- EFFECT 2: Additionally, remove any Negative Defense Dice Bonuses from the target.
- EFFECT 1: Remove one Nature Named Effect from the target.
- Offensive:
Efficient (2) Mending Wave
- SELL VALUE: 1000 Rupees
- INFORMATION: This spell is an Endowed Lost Spell. This Lost Spell has had 2/2 Endowments applied to it.
- REQUIREMENTS: Spirit
- COSTS: 3 Magic
- DESCRIPTION: Send a mending pulse of Magic out to a target. It can be cast as an Offensive Spell or a Support spell.
- Offensive Spell:
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- EFFECT 1: If it hits, remove a Named Effect from the target.
- EFFECT 2: If it hits, also reverse the last instance of Hearts or Magic recovery on the target (can not go below 0 Magic in this case).
- Damage: None
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Support Spell:
- EFFECT 1: Remove a Named Effect from an ally.
- EFFECT 2: Reverse the last instance of Neutral Damage or Magic drain on the ally (can not go above Maximum Hearts or Magic in this case)
- EFFECT 1: Remove a Named Effect from an ally.
- Offensive Spell:
Buff
Efficient Effective (2) Extend
- SELL VALUE: 200 Rupees
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Light
- COSTS: 3 Magic
- DESCRIPTION: Feed some lifeforce into a target, increasing their health.
- EFFECT: Target gains 7/7 Hearts (Stat).
- EFFECT: Target gains 7/7 Hearts (Stat).
Efficient Effective (2) Steel Shadows
- SELL VALUE: 200 Rupees
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Shadow
- COSTS: 3 Magic
- DESCRIPTION: Strengthen a target’s Shadow into steel, powering them up… somehow.
- EFFECT: Target gains 7 Power.
- EFFECT: Target gains 7 Power.
Efficient Effective (2) Shadow Speed
- SELL VALUE: 200 Rupees
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Shadow
- COSTS: 3 Magic
- DESCRIPTION: Target becomes more in sync with their own Shadow, gaining its speed.
- EFFECT: Target gains 7 Courage.
- EFFECT: Target gains 7 Courage.
Efficient Effective (2) Enlighten
- SELL VALUE: 200 Rupees
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Light
- COSTS: 3 Magic
- DESCRIPTION: Bathe someone in a shower of Wisdom, enlightening them.
- EFFECT: Target gains 7 Wisdom
- EFFECT: Target gains 7 Wisdom
Effective (3) Burning Blade
- SELL VALUE: 150 Rupees
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: A blade of Fire floats around a target, amplifying all their attacks.
- EFFECT: Target gains 6 Attack Dice.
- EFFECT: Target gains 6 Attack Dice.
Efficient Effective (2) Flare Up
- SELL VALUE: 200 Rupees
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Fire
- COSTS: 3 Magic
- DESCRIPTION: Infuse an ally with high intensity flames, empowering their next attack.
- EFFECT: Target’s next attack gains 10 Dice.
- EFFECT: Target’s next attack gains 10 Dice.
Efficient (2) Effective Untouchable
- SELL VALUE: 250 Rupees
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Water
- COSTS: 3 Magic
- DESCRIPTION: Flush a current of water over the target, giving them an increased ability to dodge attacks.
- EFFECT: Target gains 4 Defense Dice
- EFFECT: Target gains 4 Defense Dice
Effective (3) Restoration Bubble
- SELL VALUE: 100 Rupees
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Wrap the target inside a large bubble, slowly regenerating their life.
- EFFECT: Target gains Regen x5.
- EFFECT: Target gains Regen x5.
Defensive
Striking Efficient Mirage
- SELL VALUE: 200 Rupees
- INFORMATION: This spell is an Endowed Spell. This Spell has had 3/3 Endowments applied to it.
- REQUIREMENTS: Light and Shadow
- COSTS: 3 Magic
- DESCRIPTION: Create a mirage of a target, giving them a chance to completely dodge attacks.
- EFFECT: Target gains Disillusion:
- Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, Disillusion is removed.
- EFFECT: This can be rerolled once for free.
- Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, Disillusion is removed.
- EFFECT: Target gains Disillusion:
Efficient Displace
- SELL VALUE: 1000 Rupees
- INFORMATION: This spell is an Endowed Lost Spell. This Lost Spell has had 2/2 Endowments applied to it.
- REQUIREMENTS: Light and Shadow
- COSTS: 4 Magic
- DESCRIPTION: Create a stationary clone of yourself that initially does nothing.
- EFFECT A: When defending, you can switch places with the clone, causing the clone to die while you remain untouched.
- EFFECT B: If you already have a clone, then casting Displace again allows you to instantly attack someone from behind, bypassing Cover and gaining 5 Dice. If the attack succeeds, you gain another Displacement Clone.
- EFFECT A: When defending, you can switch places with the clone, causing the clone to die while you remain untouched.
Efficient Block
- SELL VALUE: 200 Rupees
- INFORMATION: This spell is an Endowed Common Spell. This Spell has had 1/3 Endowments applied to it.
- REQUIREMENTS: Water
- COSTS: 3 Magic
- DESCRIPTION: Set up a blockade of Water, suppressing a nasty power produced by an attack.
- EFFECT: Target gains Effect Block:
- Negate the next EFFECT to the target caused by a Combat Action, which then removes Effect Block.
- Negate the next EFFECT to the target caused by a Combat Action, which then removes Effect Block.
- EFFECT: Target gains Effect Block:
Efficient (2) Sponge
- SELL VALUE: 250 Rupees
- INFORMATION: This spell is an Endowed Common Spell. This Spell has had 1/3 Endowments applied to it.
- REQUIREMENTS: Water
- COSTS: 3 Magic
- DESCRIPTION: Protect someone with a sponge, softening the impact of the next attack that hits them.
- EFFECT: Target gains Shield:
- Target takes half damage from the next Combat Action they’re hit by, which then removes Shield.
- Target takes half damage from the next Combat Action they’re hit by, which then removes Shield.
- EFFECT: Target gains Shield:
Efficient Foam Mass
- SELL VALUE: 2500 Rupees
- REQUIREMENTS: Water
- INFORMATION: This spell is an Endowed Ascended Spell. This Ascended Spell has had 1/1 Endowments applied to it.
- CHARGE: 1 Action
- Charge by forming a bubbling mass of foam in your hands.
- Charge by forming a bubbling mass of foam in your hands.
- COSTS: 9 Magic
- DESCRIPTION: Once fully charged, cover an ally in a tough and compressed magical foam; taking away from the force of attacks hitting them.
- EFFECT: The next 20 Hearts ally would lose are negated.
- This can stack.
- This occurs after Armor is factored in.
- Any carryover damage goes through to ally.
- This can stack.
- EFFECT: The next 20 Hearts ally would lose are negated.
Illusions
Illusion of Invisibility
- SELL VALUE: 200 Rupees
- INFORMATION: This spell is a Common Spell.
- REQUIREMENTS: Light
- COSTS: Any amount of Magic
- DESCRIPTION: Bend the Light around an object, tethering the illusion to it.
- EFFECT: Cause an object to become invisible.
- DURATION: Until the object touches anything or is otherwise damaged.
- EFFECT: Cause an object to become invisible.
Illusion of Creation
- SELL VALUE: 200 Rupees
- INFORMATION: This spell is a Common Spell.
- REQUIREMENTS: Shadow
- COSTS: Any amount of Magic
- DESCRIPTION: Use the power of Shadow to create false shadows, causing images by tethering the illusion to the area.
- EFFECT: Create a 3D image of something and place it anywhere in the area.
- The image has no physical presence, so anything touching it will pass right through it.
- The image has no physical presence, so anything touching it will pass right through it.
- DURATION: Until you leave the room or area.
- EFFECT: Create a 3D image of something and place it anywhere in the area.
Illusion of Sound
- SELL VALUE: 200 Rupees
- INFORMATION: This spell is a Common Spell.
- REQUIREMENTS: Water
- COSTS: Any amount of Magic
- DESCRIPTION: By manipulating currents of Water, start causing a sound to echo through the room. You can Tether this illusion to an area or to an object.
- Tether to Area:
- EFFECT: A sound of your choice begins echoing through the heads of anyone currently in the room.
- DURATION: Until you leave the room or area.
- EFFECT: A sound of your choice begins echoing through the heads of anyone currently in the room.
- Tether to Object:
- EFFECT: Anyone approaching the object hears a sound of your choice echo through their heads.
- DURATION: Until the object is damaged.
- EFFECT: Anyone approaching the object hears a sound of your choice echo through their heads.
- Tether to Area:
Illusion of Disguise
- SELL VALUE: 200 Rupees
- INFORMATION: This spell is a Common Spell.
- REQUIREMENTS: Fire
- COSTS: Any amount of Magic
- DESCRIPTION: Using the flames of Fire, create a disguise on someone by tethering the illusion to them.
- EFFECT: Make that target look like someone else.
- They must still be the same Race.
- They must still be the same Race.
- DURATION: Until the target takes Damage
- EFFECT: Make that target look like someone else.
Illusion of Haunting
- SELL VALUE: 1000 Rupees
- INFORMATION: This spell is a Lost Spell.
- REQUIREMENTS: Spirit
- COSTS: Any amount of Magic
- DESCRIPTION: By tapping into the spiritual plane, insert an illusion of a soul onto the spiritual plane; haunting it.
- Tether to Area:
- EFFECT: The illusion will begin floating about the spiritual plane. Anyone who can sense souls can sense this illusion, but anything on the spiritual plane will ignore the illusion.
- DURATION: Until you leave the current room or area
- If it is cast within a Spirit Complex, it instead lasts until you exit the Spirit Complex.
- EFFECT: The illusion will begin floating about the spiritual plane. Anyone who can sense souls can sense this illusion, but anything on the spiritual plane will ignore the illusion.
- Tether to Object:
- EFFECT: The illusion will be inserted into the object, making it appear haunted to those who can sense spirits.
- DURATION: Until the object is destroyed.
- If it is cast within a Spirit Complex, it instead lasts until the object is either destroyed or exits the Spirit Complex.
- EFFECT: The illusion will be inserted into the object, making it appear haunted to those who can sense spirits.
- Tether to Area:
Utility
Efficient Damage Recovery
- SELL VALUE: 200 Rupees
- INFORMATION: This spell is an Endowed Spell. This Spell has had 1/3 Endowments applied to it.
- RESTRICTIONS: This has no effect outside of battle.
- REQUIREMENTS: Shadow
- COSTS: 3 Magic
- DESCRIPTION: Use the memories of the target’s wounds to recover their energy.
- EFFECT: Target recovers Magic equal to the most recent instance of damage they received, up to a maximum of 20 Magic.
- EFFECT: Target recovers Magic equal to the most recent instance of damage they received, up to a maximum of 20 Magic.
Efficient (2) Returning Tide
- SELL VALUE: 1000 Rupees
- INFORMATION: This spell is an Endowed Lost Spell. This Lost Spell has had 2/2 Endowments applied to it.
- REQUIREMENTS: Water
- CHARGE: 2 Actions
- Begin charging by focusing a ball of Water over someone who is dead.
- Begin charging by focusing a ball of Water over someone who is dead.
- COSTS: 4 Magic
- DESCRIPTION: Once fully charged; target a dead ally and send them off on a tide… for them to come back alive.
- EFFECT: Revive the selected target to 10 Hearts
- EFFECT: Revive the selected target to 10 Hearts
Haste
- SELL VALUE: 1000 Rupees
- INFORMATION: This spell is a Lost Spell.
- REQUIREMENTS: Spirit
- COSTS: 3 Magic
- DESCRIPTION: Grab a fragment of essence from your soul and implant it into the soul of yourself or an ally, hastening up the charge of their next attack.
- EFFECT: Give yourself or an ally Quick Charge:
- Reduce the Charge time of ally's next charge move by 1 Action. If this goes down to 0 Actions, the charging phase of the move is skipped entirely.
- DURATION: Until ally uses a charge move.
- Reduce the Charge time of ally's next charge move by 1 Action. If this goes down to 0 Actions, the charging phase of the move is skipped entirely.
- EFFECT: Give yourself or an ally Quick Charge:
Melee Weapons
The Four Sword
- INFORMATION: This is a Sacred Artifact.
- DESCRIPTION: The legendary Four Sword is a blade blessed by the Goddesses themselves, steeped in powers as ancient as the Master Sword. It contains unwavering potential to split its user into four copies, each with differing personalities. The gemstone on the pommel reflects the current copy, each being a different color; it reverts back to a golden gemstone when the user is not split. Can Slash or Stab a target, or use the Quad Split ability.
- Slash (Main):
- Roll your Courage +25 dice vs. targets' Courage dice
- Damage: +0
- Damage: +0
- Roll your Courage +25 dice vs. targets' Courage dice
- Stab (Main):
- Roll your Courage dice vs. targets' Courage dice
- Damage: +25
- IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
- Damage: +25
- Roll your Courage dice vs. targets' Courage dice
- Quad Split (Support):
- RESTRICTIONS: This ability cannot be reactivated until the previous clones created by Quad Split are defeated or unsummmoned.
- DESCRIPTION: Allows you split yourself into four identical clones. You become defined as the “Green” soul, while the other three souls:Red, Blue, & Purple all possess their own personalities and are not controlled by you.
- RESTRICTIONS: This ability cannot be reactivated until the previous clones created by Quad Split are defeated or unsummmoned.
- True Form (Passive):
- DESCRIPTION: TBD.
- DESCRIPTION: TBD.
- Slash (Main):
Broken Bow Blades
- INFORMATION: This is a Mythical Artifact.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A pair of scimitars with magnetic grips, and the finest Gerudo craftsmanship forged into each blade, especially their edges. The scimitars are automatically attracted towards each other, requiring you to equip both at once or none at all. Can Double Slice or X-Slash a target, or use Transform.
- Double Slice (Main):
- DESCRIPTION: Slice a target with two consecutive attacks. Target only rolls once to defend.
- Roll your Courage +7 dice vs. targets' Courage dice
- Damage: +0
- Damage: +0
- Roll your Courage +7 dice vs. targets' Courage dice
- DESCRIPTION: Slice a target with two consecutive attacks. Target only rolls once to defend.
- X-Slash (Main):
- DESCRIPTION: Strike with both swords at once in a cross pattern, aiming to slice off their head.
- Roll your Courage dice vs. targets' Courage dice
- Damage: +9
- EFFECT: If it hits and the target has 9 Hearts or less afterwards, instantly kill the target.
- IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
- Damage: +9
- Roll your Courage dice vs. targets' Courage dice
- DESCRIPTION: Strike with both swords at once in a cross pattern, aiming to slice off their head.
- Kaiten! (Reaction, When defending against a single-target Ranged-attack):
- RESTRICTIONS: This can be only be used by a Gerudo.
- COSTS: 6 Magic
- DESCRIPTION: When defending against a single-target ranged attack, you can spin in place rapidly, swinging both blades outward, deflecting the attack. This does not use a Support Action.
- EFFECT A: Automatically deflect the attack to a random target using $1d#, excluding yourself, with the same success rate.
- EFFECT B: Alternatively, you can roll to defend the attack with +10 Defense Dice. If it succeeds, you choose the target. But if it fails, it deflects to a random ally using $1d#.
- EFFECT A: Automatically deflect the attack to a random target using $1d#, excluding yourself, with the same success rate.
- RESTRICTIONS: This can be only be used by a Gerudo.
- Transform (Object Interaction):
- DESCRIPTION: Draw the blades to the side, then place their hilts together. A bright flash envelops the blades, transforming the hilts together into an extravagant handle. Golden scales and elegant jewels adorn both the handle and the blades, and a magical string appears, connecting the tips of both blades. Its full size is that of a siege longbow, yet it still feels as light as a pair of Gerudo Scimitars.
- EFFECT: Transforms this item into the Broken Bow. This counts as an equipment switch, and as thus, it does not take an Action.
- EFFECT: Transforms this item into the Broken Bow. This counts as an equipment switch, and as thus, it does not take an Action.
- DESCRIPTION: Draw the blades to the side, then place their hilts together. A bright flash envelops the blades, transforming the hilts together into an extravagant handle. Golden scales and elegant jewels adorn both the handle and the blades, and a magical string appears, connecting the tips of both blades. Its full size is that of a siege longbow, yet it still feels as light as a pair of Gerudo Scimitars.
- Double Slice (Main):
Trident of The Wanderer
- INFORMATION: This is a Mythical Artifact.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A large and ornate silver trident decorated by trailing ribbons flowing from its handle, emitting a powerful lusture from its surface. Embedded into the shaft is a series of red blue and green gems, which channel magical power through the trident. It also seems to have something similar to your Dark Mark embedded in the hilt. It can Cleave, Stab or fire a Magic Stinger at one target.
- Cleave (Main):
- Roll your Power +6 dice vs. targets' Power dice
- Damage: +6
- EFFECT: If it hits, target loses 3 Power, Courage or Wisdom.
- Damage: +6
- Roll your Power +6 dice vs. targets' Power dice
- Stab (Main):
- Roll your Power dice vs. targets' Power dice
- Damage: +10
- EFFECT: If it hits, target loses 6 Power, Courage or Wisdom.
- IF FAIL: Target can Counterattack you, regardless of CONDITIONS.
- Damage: +10
- Roll your Power dice vs. targets' Power dice
- Magic Stinger (Main):
- COSTS: 3 Magic
- DESCRIPTION: By channeling Magic through the trident, fire a stinger made out of volatile Magic at one target, causing a large hole in the targets' Magic pool.
- Roll your Power dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target gets Magic Bleeding x5
- Damage: +0
- COSTS: 3 Magic
- Cleave (Main):
Death Knight Claymore
- REQUIREMENTS: Two-Handed OR 30 Power
- DESCRIPTION: A greatsword crafted by a legendary Death Knight. Its durability and strength rivals the Master Sword, and as a pure blade, it’s not one to be trifled with. Can Power Slash or Cleave a target.
- Power Slash (Main):
- Roll your Power dice vs. targets' Courage dice
- Damage: +20
- Damage: +20
- Roll your Power dice vs. targets' Courage dice
- Cleave (Main):
- Roll your Power -5 dice vs. targets' Courage dice
- Damage: +20
- EFFECT: If the target dies, cleave through them and hit another target at the same success rate, dealing half the damage.
- Damage: +20
- Roll your Power -5 dice vs. targets' Courage dice
- Power Slash (Main):
Ranged Weapons
Broken Bow
- INFORMATION: This is a Legendary Artifact.
- REQUIREMENTS: The combination of using a Bow & Arrows is considered Two-Handed.
- DESCRIPTION: An extravagant bow the size of a siege longbow, and yet it feels as light as a pair of Gerudo Scimitars. Golden scales and elegant jewels adorn both the handle and the blades, and a magical string connects the tips of both blades. Can use Standard Shot, Siege Blast, Spirit Arrow, or Transform.
- Standard Shot (Main):
- DESCRIPTION: Load an Arrow or any One or Two-Handed weapon onto the string, then fire at a target!
- Roll your Courage +25 dice + projectile’s attack bonus vs. targets’ stat that the projectile hits
- Damage: Uses the projectile’s Damage Modifier
- EFFECT: Uses the projectile’s EFFECT(s).
- Note, if you launch something that doesn’t have an unlimited amount on it, it will remain impaled in the target, and require an Action to reacquire it (type of Action depends on DM’s Discretion, so be careful).
- Note, if you launch something that doesn’t have an unlimited amount on it, it will remain impaled in the target, and require an Action to reacquire it (type of Action depends on DM’s Discretion, so be careful).
- Damage: Uses the projectile’s Damage Modifier
- Roll your Courage +25 dice + projectile’s attack bonus vs. targets’ stat that the projectile hits
- DESCRIPTION: Load an Arrow or any One or Two-Handed weapon onto the string, then fire at a target!
- Siege Blast (Main):
- CHARGE: 0 Actions
- You don’t have to charge to use this, but for each Action you charge, it drastically grows in power.
- Materialize a Golden Arrow, gradually pulling back on the string the longer you charge it. As it charges, the blades start to vibrate, pulling on the air around it.
- Once you charge for at least 3 Actions, a miniature singularity starts to form around the arrow itself.
- You don’t have to charge to use this, but for each Action you charge, it drastically grows in power.
- DESCRIPTION: Once you’ve reached the desired charge, launch the Golden Arrow a target. Upon firing it, the arrow vanishes into a stream of golden sparkles, then reappears at the target moments later, exploding on contact. FYI, if you charged for at least 3 Actions, the explosion will hit all enemies.
- Roll your Power +10 dice vs. targets' Power dice
- Damage: +10
- For each Action charged, add 10 Damage.
- For each Action charged, add 10 Damage.
- Damage (Secondary): +2 * Actions Charged
- Requires at least 3 Actions charged.
- Requires at least 3 Actions charged.
- Damage: +10
- Roll your Power +10 dice vs. targets' Power dice
- CHARGE: 0 Actions
- Spirit Arrow (Main):
- REQUIREMENTS: You must be a Gerudo in Spirit Power form to use this.
- COSTS: 6 Magic
- DESCRIPTION: Form an arrow that takes on the color of your own soul, visible only to those that can see Spirits or Souls. Fire it at a target, striking at their very soul.
- EFFECT: Bonus Defense Dice are disabled for the defender in this attack.
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT 1: If it hits, target loses Hearts & Magic (stat) equal to the difference in successes.
- EFFECT 2: If it happens to kill the target, gain Hearts & Magic (stat) equal to the difference in successes.
- Damage: None
- EFFECT: Bonus Defense Dice are disabled for the defender in this attack.
- REQUIREMENTS: You must be a Gerudo in Spirit Power form to use this.
- Transform (Object Interaction):
- DESCRIPTION: Place both hands on its handle, then twist and pull it apart. Its embellishments shatter into a flash of golden sparkles, returning into a pair of finely crafted Gerudo Scimitars.
- EFFECT: Transforms this item into the Broken Bow Blades. This counts as an equipment switch, and as thus, it does not take an Action.
- EFFECT: Transforms this item into the Broken Bow Blades. This counts as an equipment switch, and as thus, it does not take an Action.
- DESCRIPTION: Place both hands on its handle, then twist and pull it apart. Its embellishments shatter into a flash of golden sparkles, returning into a pair of finely crafted Gerudo Scimitars.
- Standard Shot (Main):
Keesarang
- Amount: 5
- TYPE: Main Action
- DESCRIPTION: A boomerang shaped like a Keese, with particularly sharp wings. You’re worried that simply holding it may cut you. Can be thrown at a target.
- Roll your Courage +10 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT: If it hits, target receives Bleeding Stacks equal to the difference in successes.
- After hitting once, the Keesarang’s wings become dulled on the blood of its victim, causing it to shrivel up and become useless.
- After hitting once, the Keesarang’s wings become dulled on the blood of its victim, causing it to shrivel up and become useless.
- Damage: Halved
- Roll your Courage +10 dice vs. targets' Courage dice
Barbed Arrows
- SELL VALUE: 50 Rupees
- REQUIREMENTS: A bow
- COSTS: 2 Magic to fire
- DESCRIPTION: A steel arrow imbued with magical barbs, which rebound and attach itself to its user if it hits.
- ATTACK: Roll your attacking stat dice vs. targets’ Courage stat
- Damage: Halved
- EFFECT: If it hits, you get Thorns.
- The next time the target is hit by a Combat Action, the attacker takes Damage equal to the attack’s Damage (before Armor is factored in), which then removes Thorns.
- The next time the target is hit by a Combat Action, the attacker takes Damage equal to the attack’s Damage (before Armor is factored in), which then removes Thorns.
- Damage: Halved
- ATTACK: Roll your attacking stat dice vs. targets’ Courage stat
Effective Blade Arrows
- SELL VALUE: 425 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: A reinforced arrow with a razor-sharp tip of iron, resembling a blade. Can hit one target.
- ATTACK: Roll your attacking stat +6 dice vs. targets’ Courage stat
- Damage: Halved
- EFFECT: If it hits, target gets Bleeding x6.
- Damage: Halved
- ATTACK: Roll your attacking stat +6 dice vs. targets’ Courage stat
Bouncy Arrows
- SELL VALUE: 50 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: A reinforced, shock absorbent arrow with a bouncy tip, granting the arrows the ability to bounce on hitting its target. Can hit one target.
- ATTACK: Roll your attacking stat vs. targets’ Courage stat
- Damage: +0
- EFFECT: If it hits, bounce to a different target with the same roll, but with halved damage.
- This effect does not proc itself.
- This effect does not proc itself.
- Damage: +0
- ATTACK: Roll your attacking stat vs. targets’ Courage stat
Metal Tipped Arrows
- SELL VALUE: 25 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: A wooden arrow with a solid, metal tip. Can hit one target.
- ATTACK: Roll your attacking stat +4 dice vs. targets’ Courage stat
- Damage: +0
- Damage: +0
- ATTACK: Roll your attacking stat +4 dice vs. targets’ Courage stat
Heartful Bolt
- SELL VALUE: 75 Rupees
- COSTS: 2 Magic to fire
- REQUIREMENTS: A bow
- DESCRIPTION: A short, heavy Arrow-like bolt that sticks onto to the target; absorbing healing abilities.
- ATTACK: Roll your attacking stat -5 vs. targets’ Power stat
- Damage: +0
- EFFECT: If it hits, the target gets Cauterized:
- Target cannot recover or siphon Hearts or Magic in any way.
- DURATION: One round
- Target cannot recover or siphon Hearts or Magic in any way.
- Damage: +0
- ATTACK: Roll your attacking stat -5 vs. targets’ Power stat
Effective Impact Arrows
- SELL VALUE: 50 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: These metal arrows are blunt, but their heavy weight brings much power, causing damage to Armors. Can be fired at one target.
- ATTACK: Roll your attacking stat +5 dice vs. targets’ Power stat
- Damage: Halved
- EFFECT: Target loses 6 Armor.
- Damage: Halved
- ATTACK: Roll your attacking stat +5 dice vs. targets’ Power stat
Phasing Shot
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A bow
- DESCRIPTION: A short, heavy Arrow-like bolt that phases through the target; compromising their internal integrity.
- ATTACK: Roll your attacking stat -3 vs. targets’ Power stat
- Damage: +0
- EFFECT: If it hits, target gets Phased Out:
- If any of the target’s stats hits 0, except Magic, the target instantly dies.
- If any of the target’s stats hits 0, except Magic, the target instantly dies.
- Damage: +0
- ATTACK: Roll your attacking stat -3 vs. targets’ Power stat
Explosives
Dark Powder Keg
- Amount: 1
- TYPE: Main Action
- DESCRIPTION: A keg of high-yield explosive powder that, after a period of time, explodes, hitting everyone and potentially destroying parts of the battlefield. This particular monster has been imbued by Ganondorf’s powers, drastically amplifying its explosive potential. First, set the keg down.
- The keg has 50 Hearts and it starts your team's side of the field.
- The keg can be kicked to the other side for the cost of a Support Action by anyone.
- DURATION: Powder Keg explodes when its Hearts reach 0 or at the end of the second round after dropping it. Either way, the explosion hits everyone!
- Roll your Power +20 dice vs. targets' Power dice
- Damage:
- 50 Damage to those for the side it’s on.
- 25 Damage to those for the side it’s not on.
- EFFECT: Anyone that takes at least 20 Damage from this (after Armor is calculated) is sent flying in a random direction, removing 1 Combat Action off their next turn, assuming they’re not dead.
- 50 Damage to those for the side it’s on.
- Damage:
- Roll your Power +20 dice vs. targets' Power dice
- The keg has 50 Hearts and it starts your team's side of the field.
Super Bombs
- SELL VALUE: 250 Rupees
- TYPE: Main Action
- DESCRIPTION: A big, super-sized red Bomb that's packed as tightly as possible with gunpowder for the user to rain Michael Bay death all over. Unfortunately, it has a massive blast radius, as it hits everyone.
- EFFECT: This bypasses Cover.
- Roll your Power +6 dice vs. targets' Power dice
- Damage: 10
- Damage: 10
- EFFECT: This bypasses Cover.
Artifact
Nova Shield
- INFORMATION: This is a Mythical Artifact
- REQUIREMENTS: 30 Base Power, Two-handed
- DESCRIPTION: A towering shield pulsing with green energy, forged for Salvadman General Nova to carry into battle. Requiring immense strength to even lift, the shield provides an absurd amount of protection and even more when buckling down to guard while also exhausting anything that hits it.
- Defense Dice: +12
- Entrench:
- DESCRIPTION: Buckle down and take cover behind the shield, granting a big defensive bonus at the cost of your offense
- EFFECT 1: The shield's Defense Dice bonus is increased by 10.
- EFFECT 2: You can not attack, except to use Nova Pulse.
- Both EFFECTS can be cancelled during your turn at any time and are cancelled if this shield is unequipped in any way.
- EFFECT 1: The shield's Defense Dice bonus is increased by 10.
- DESCRIPTION: Buckle down and take cover behind the shield, granting a big defensive bonus at the cost of your offense
- Nova Pulse:
- COSTS: 6 Magic
- This can be cast for 3 Magic if you successfully defend any attack
- DESCRIPTION: When you defend against any attack, you can respond by firing a pulse of green energy as feedback at the attacker as a Counterattack.
- Attacker rolls Power against the successes you defended with.
- Neutral Damage: 4
- EFFECT: If it hits, original attacker loses 4 Attack Dice.
- Neutral Damage: 4
- Attacker rolls Power against the successes you defended with.
- COSTS: 6 Magic
- Defense Dice: +12
Augmented Shadowslayer's Guard
- INFORMATION: This is an Artifact. This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: A large metal plate, shrunken from the faceplate of a Shadow Beast. It’s incredibly durable, giving you a hefty defense bonus, though its handle is composed of some rather grabby black tendrils. Hope you don’t mind.
- Defense Dice: +11
- Defense Dice: +11
Augmented Hylian Shield
- SELL VALUE: 75 Rupees
- INFORMATION: This item is an Artifact. This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: A standard shield used by many of the Hylian Guards. It defends well against most attacks.
- Defense Dice: +6
- Defense Dice: +6
Augmented Iron Buckler
- SELL VALUE: 50 Rupees
- INFORMATION: This item is an Artifact. This item is an Augmented Item. This item has had 3/3 Augments applied to it.
- DESCRIPTION: A small, iron-plated buckler that provides minor defense.
- EFFECT: You can equip one Buckler while you have either a Bow & Arrows equipped or a Slingshot equipped.
- Defense Dice: +4
- EFFECT: You can equip one Buckler while you have either a Bow & Arrows equipped or a Slingshot equipped.
Mundane
Soul Lantern v2
- DESCRIPTION: An upgraded variant of the original Soul Lantern, this one possesses the ability to attract souls, either to be absorbed, or released into the night. How that last function works, you’re not entirely sure. When lit, it emits an ethereal flame with a greenish hue, allowing anyone to see the souls of everyone nearby, even without Spirit Vision. Can use Charge, Soul Defense, Attract Souls, Absorb Souls, and Release Souls.
- Defense Dice: +5
- Charge (Main):
- Whirl the Soul Lantern around, and let its flame guide you to strike a target!
- Roll your Wisdom +15 dice vs. targets' Courage dice
- Damage: +0
- Damage: +0
- Whirl the Soul Lantern around, and let its flame guide you to strike a target!
- Soul Defense (Reaction, When defending using Power or Courage):
- COSTS: 5 Wisdom
- EFFECT: When defending, you can override your defending stat with Wisdom.
- Note this is done after the cost.
- Note this is done after the cost.
- COSTS: 5 Wisdom
- Attract Souls (Support):
- COSTS: 5 Magic
- EFFECT: All souls in the area that aren’t attached to a living being will gravitate towards your Soul Lantern.
- After 1 Round, they’ll reach your Soul Lantern, at which a glass cage puts itself up and encases them within it.
- After 1 Round, they’ll reach your Soul Lantern, at which a glass cage puts itself up and encases them within it.
- COSTS: 5 Magic
- Absorb Soul (Support):
- EFFECT: Absorb one of the contained souls you have, giving you a boost in stats, depending on the nature of the soul.
- Warning, if you absorb a more dangerous soul, you’ll be required to roll against it, based on DM’s discretion. If you lose, the soul will take control over you for the remainder of the battle.
- Warning, if you absorb a more dangerous soul, you’ll be required to roll against it, based on DM’s discretion. If you lose, the soul will take control over you for the remainder of the battle.
- EFFECT: Absorb one of the contained souls you have, giving you a boost in stats, depending on the nature of the soul.
- Release Souls (Support):
- DESCRIPTION: Supposedly, these can release souls into the night, but the process is unclear to you. It’ll require a Poe’s knowledge to figure this one out.
- DESCRIPTION: Supposedly, these can release souls into the night, but the process is unclear to you. It’ll require a Poe’s knowledge to figure this one out.
- Defense Dice: +5
Darknut Shield
- REQUIREMENTS: Two-Handed OR 30 Power
- DESCRIPTION: A seemingly indestructible piece of metal from the front. Oddly, you can pierce it with a sword through the backside.
- Defense Dice: +15 while Covering someone
- Unless someone strikes you from behind or uses a move that Bypasses Cover. Good luck with that.
- Unless someone strikes you from behind or uses a move that Bypasses Cover. Good luck with that.
- Defense Dice: +15 while Covering someone
Desert Queen's Armor
- INFORMATION: This is a Mythical Artifact.
- DESCRIPTION: An ornate suit of black armor, adorned with the Gerudo Emblem and engravings of scimitars. A faint time bubble seems to coat the armor, allowing its wearer to take more favorable outcomes when it comes to defending attacks.
- Armor: +8
- EFFECT 1: Once per turn, when defending, you can freely reroll your roll.
- EFFECT 2: Always take the highest result of all your defending rolls, regardless of Reroll Points.
- Armor: +8
Onyxscale Wrap
- INFORMATION: This is a Mythical Artifact
- REQUIREMENTS: Shadow
- If you lose the Shadow affinity at any time, the armor implodes on itself, disabling it for the remainder of the battle.
- If you lose the Shadow affinity at any time, the armor implodes on itself, disabling it for the remainder of the battle.
- DESCRIPTION: An armor-like veil which wraps around the wearer like the wrappings of a Gidbo. It emits a very distinct and putrid aura of death and destruction, which more or less plunges the wearer into a zombie-like state. It provides no protection against attack and it turns recovery abilities against the wearer, but in exchange it nearly guarantees that you do not die from usual attacks.
- Hearts: +5/5
- Magic: +10/10
- EFFECT: Grants you a perpetual Undead effect:
- You do not die if you reach 0 Hearts and you are treated as undead as far as EFFECTS go. However, if you have 1 Heart left, any damage they would take instead drains their Magic. If you reach 0 Hearts and 0 Magic, you die.
- If it is removed by any means, it refreshes at the start of the next round.
- You do not die if you reach 0 Hearts and you are treated as undead as far as EFFECTS go. However, if you have 1 Heart left, any damage they would take instead drains their Magic. If you reach 0 Hearts and 0 Magic, you die.
- Hearts: +5/5
Lynel Hide
- DESCRIPTION: The fluffy, oversized hide of a Lynel, somewhat trimmed down into a Armor, though still overbearing. It still harbors the fierce Lynel spirit, giving it both protective properties and the ability to enter a lesser Fierce Combat.
- Courage: -6
- Hearts: +10/10
- Armor: +5
- Fierce Combat:
- EFFECT: When you drop to 10 Hearts or less, this automatically triggers, giving you a substantial combat boost!
- Any Negative Bonuses you have are removed, including the -6 Courage from this armor.
- You can attack twice in a single turn.
- However, you also cannot recover Hearts.
- DURATION: For the remainder of the battle
- Any Negative Bonuses you have are removed, including the -6 Courage from this armor.
- EFFECT: When you drop to 10 Hearts or less, this automatically triggers, giving you a substantial combat boost!
- Courage: -6
Desert Cape
- INFORMATION: This is a Legendary Artifact.
- DESCRIPTION: An ancient cape possessing sage powers, embroidered in phrases written in Ancient Hylian. It’s been tattered to a dull, weathered tan over the many generations it’s been passed down from one Gerudo King to the next. In Corsava's hands, it now represents the liberation of the Gerudo people. Can use Status Absorb, Reflect, and Reflect All.
- Defense Dice: +6
- EFFECT: Allows you to freely float, just a few feet above the ground.
- Status Absorb (Reaction, When hit by an attack that would decrease a Stat or Bonus):
- COSTS: 6 Magic
- EFFECT: When you’re hit by an attack that would decrease a stat or bonus, you can pay Magic to instead have it increase the respective stat or bonus by the intended amount.
- COSTS: 6 Magic
- Reflect (Reaction, When targeted with a single-target Magic-based Ranged-attack):
- COSTS: 6 Magic
- EFFECT: When someone attacks you with a single-target Magic-based ranged attack, you can automatically reflect it back at the attacker, using the attacker’s success rate.
- COSTS: 6 Magic
- Reflect All (Reaction, when targeted with a Magic based Ranged Attack that hits "all enemies"):
- COSTS: 12 Magic and 1 Action off your next turn
- EFFECT: When someone attacks you with a hit-all Magic-based Ranged-attack, you can automatically reflect it back at “all enemies”, using the attacker’s success rate.
- Does not work on “hit everyone” or “hit everyone else” abilities.
- Does not work on “hit everyone” or “hit everyone else” abilities.
- COSTS: 12 Magic and 1 Action off your next turn
- Defense Dice: +6
Ashes of Truth
- Amount: 1
- DESCRIPTION: The ashes of the Mirror of Truth, which once promised to show the truth of the world. It finally did... in its reflection.
Grimoire of Grand Sorcery
- INFORMATION: This is an Artifact.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: The spellbook once used by the late Agahnim, Agahnim's Grmoire is a large spellbook decorated with many gemstones reeking in decrypt artes and madness which can be seen etched onto every page. Within its pages lies great secrets for increasing the efficency of your Magic; provided you can read past all the nonsense Agahnim wrote.
- Magic Costs: -3 (down to a minimum of 1 Magic).
- Magic Costs: -3 (down to a minimum of 1 Magic).
Magnetic Gloves
- SELL VALUE: 250 Rupees
- INFORMATION: This item is passive. Having it in your inventory is enough for its effects.
- DESCRIPTION: A pair of metallic gloves that gives you the power to magnetically push or pull other metallic objects, dependent on the relative size between yourself and the object. Can use the Magnetic Push or Magnetic Pull abilities.
- Magnetic Push (Main):
- Roll your Power +5 dice vs. targets' Power dice
- Damage: None
- EFFECT: If it hits, then as long as you continue to channel this, neither you nor the target can move or attack.
- DURATION: Until you attack or defend.
- DURATION: Until you attack or defend.
- Damage: None
- Roll your Power +5 dice vs. targets' Power dice
- Magnetic Pull (Main):
- Roll your Power +5 dice vs. targets' Power dice
- Damage: None
- EFFECT: If it hits, steal target's equipped handheld items.
- Damage: None
- Roll your Power +5 dice vs. targets' Power dice
- Magnetic Push (Main):
Twilight Scope
- INFORMATION: This is a Mythical Artifact.
- TYPE: Free Action
- DESCRIPTION: A fancy scope with teal-glowing Twilight lines. Oddly, its design looks closer to Hylian design, with the lines etched in afterwards. It makes use of a mix of lens and portals to zoom in on something, regardless of how far you are. Your vision will always be several feet away from what you’re looking at, automatically adjusting even as you look around.
- EFFECT 1: As long as there’s a clear path from you to whatever you’re aiming at, you can see it. Even if you’re at the top of Death Mountain looking at something in Gerudo Desert.
- Note, unless you have say Dark Vision or something like that, you don’t bypass darkness, weather, dust, fog, etc.
- Note, unless you have say Dark Vision or something like that, you don’t bypass darkness, weather, dust, fog, etc.
- EFFECT 2: Additionally, you can hear whatever you’re aiming at. It’s the perfect spying tool!
- EFFECT 1: As long as there’s a clear path from you to whatever you’re aiming at, you can see it. Even if you’re at the top of Death Mountain looking at something in Gerudo Desert.
Shot-Tools
Clawshot
- SELL VALUE: 100 Rupees
- DESCRIPTION: The Clawshot shoots a long chain with a claw at the end of the chain, with the intention of pulling things towards you, using a chain that reaches up to 50 feet away. Can also use Get Over Here! on a target.
- EFFECT: The claw can be used to pull objects out of supporting structures to potentially collapse them.
- Get Over Here! (Main):
- Roll your Power +5 dice vs. targets' Power dice
- Damage: None
- EFFECT: If it hits, target reels towards you.
- When the target gets up to you, you can follow up with a melee attack, and the target loses 5 Dice when defending for this attack.
- When the target gets up to you, you can follow up with a melee attack, and the target loses 5 Dice when defending for this attack.
- Damage: None
- Roll your Power +5 dice vs. targets' Power dice
- EFFECT: The claw can be used to pull objects out of supporting structures to potentially collapse them.
Hookshot
- SELL VALUE: 100 Rupees
- DESCRIPTION: The Hookshot fires a chained, miniature harpoon at a target, which can reach up to 50 feet away. Can fire a Reel at a target.
- EFFECT: This harpoon can pull you towards objects or vice versa.
- Can pull you towards any wooden surface, soft surface, or Hookshot Target.
- Can pull Small Objects towards you.
- The chain cannot lock.
- Can pull you towards any wooden surface, soft surface, or Hookshot Target.
- Reel (Main):
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If it hits, reel towards the target.
- When you get up to the target, you can follow up with a melee attack with +5 Dice.
- When you get up to the target, you can follow up with a melee attack with +5 Dice.
- Damage: None
- Roll your Courage +5 dice vs. targets' Courage dice
- EFFECT: This harpoon can pull you towards objects or vice versa.
Magic Feather
- SELL VALUE: 75 Rupees
- INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
- TYPE: Free Action
- COSTS: 2 Magic per jump
- DESCRIPTION: If I add Magic to a feather, does that suddenly make it useful? A blue, magical feather that lets you use Magic to jump higher than before.
- EFFECT: When you pay the Magic Cost, gain the following effects:
- Defense Dice: +3
- Your Jump Distance is doubled, meaning for every Success you get when jumping, you cover 2 Feet of distance.
- Any fall damage you would take from any source is halved.
- DURATION: Until the end of the turn.
- Defense Dice: +3
- EFFECT: When you pay the Magic Cost, gain the following effects:
Magic Shackles
- SELL VALUE: 25 Rupees
- INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
- TYPE: Free Action
- DESCRIPTION: A pair of handcuffs that magically wrap around the target’s wrists, no matter who or what the target is. That’s right, you can even handcuff a Gleeok… not that they really have hands.
- EFFECT 1: When you would kill a target, instead reduce the target to 1 Heart and cuff them with the Magic Shackles, preventing them from doing anything, save for talking.
- Though, it also comes with a Magical Duct Tape option.
- Though, it also comes with a Magical Duct Tape option.
- EFFECT 2: Shackles on a target can be broken if it takes at least 5 Damage in a single hit.
- EFFECT 1: When you would kill a target, instead reduce the target to 1 Heart and cuff them with the Magic Shackles, preventing them from doing anything, save for talking.
Giant Bait
- Amount: 1
- DESCRIPTION: After a poor Goron was forced to transform into a Giant Moblin, this hunk of meat was left behind. It’s been grilled and charred by a Siege Blast of Light to perfection. Doesn't cannibalism feel great? You can Eat It! or Throw It!:
- Eat It! (Support):
- EFFECT 1: You can eat the bait to recover to your Maximum Hearts.
- EFFECT 2: Additionally, increase your Hearts (Stat) by 10 for the remainder of the battle
- EFFECT 1: You can eat the bait to recover to your Maximum Hearts.
- Throw It! (Support):
- DESCRIPTION: You can throw the giant bait somewhere in an attempt to lure enemies to it. It’s got quite an alluring smell that would surely attract beasts from far away. "Hits" all enemies.
- Roll your Wisdom +20 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Any target(s) affected by its lure are forced to pick up and eat the tasty treat on their next turn.
- Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.
- Once one of the affected targets has picked up the bait, the rest will be unaffected by the lure.
- Damage: None
- DESCRIPTION: You can throw the giant bait somewhere in an attempt to lure enemies to it. It’s got quite an alluring smell that would surely attract beasts from far away. "Hits" all enemies.
- Eat It! (Support):
Full Rejuvenation Potion
- Amount: 1
- SELL VALUE: 200 Rupees
- TYPE: Support Action
- DESCRIPTION: A mystical and very potent potion, capable of restoring you back to your prime.
- EFFECT: Consume this to recover to your Maximum Hearts & Magic.
- EFFECT: Consume this to recover to your Maximum Hearts & Magic.
Red Medicine
- Amount: 1
- SELL VALUE: 100 Rupees
- TYPE: Support Action
- DESCRIPTION: A powerful, red liquid capable of restoring all wounds. It actually kinda looks like blood…
- EFFECT: Consume this to recover to your Maximum Hearts.
- EFFECT: Consume this to recover to your Maximum Hearts.
Red Potion
- Amount: 10
- SELL VALUE: 50 Rupees
- TYPE: Support Action
- DESCRIPTION: A light red liquid that gives you health back when you drink it. So what's in it anyways?
- EFFECT: Consume this to recover either:
- Recover 10 Hearts... OR
- Half of your Maximum Hearts.
- Recover 10 Hearts... OR
- EFFECT: Consume this to recover either:
Restoration Heart
- Amount: 3
- SELL VALUE: 25 Rupees
- TYPE: Support Action
- DESCRIPTION: A tasty Heart that can be devoured to recover your Hearts! ... that doesn't sound right.
- EFFECT: Consume this to recover 6 Hearts.
- EFFECT: Consume this to recover 6 Hearts.
Chateau Romani
- Amount: 9
- SELL VALUE: 100 Rupees
- TYPE: Support Action
- DESCRIPTION: It's spiked with Jack Daniels. THAT'S SMART. A favorite of Lon Lon Ranch which is essentially alcoholic milk. Oddly, it restores your magical powers.
- EFFECT: Consume this to recover to your Maximum Magic.
- EFFECT: Consume this to recover to your Maximum Magic.
Magic Jar
- Amount: 5
- SELL VALUE: 25 Rupees
- TYPE: Support Action
- DESCRIPTION: A jar containing liquified Magic, which you can drink to recover your Magic! Hope there's no alcohol in it.
- EFFECT: Consume this to recover 4 Magic.
- EFFECT: Consume this to recover 4 Magic.
Reroll Points
- Amount: 5
- SELL VALUE: 25 Rupees
- TYPE: Free Action
- DESCRIPTION: A golden coin that can be flicked at any roll to rewind time for a moment and force a redo.
- EFFECT: Once per turn, immediately after someone rolls for something, you can flick a Reroll Point at the target to force them to reroll it.
- EFFECT: Once per turn, immediately after someone rolls for something, you can flick a Reroll Point at the target to force them to reroll it.
Sol Orb
- Amount: 3
- SELL VALUE: 500 Rupees
- DESCRIPTION: A ball of bright light encapsulated inside of a glass orb. Simply bringing it close to an illusion seems to dispel it.
- EFFECT 1: Should the orb shatter, the light will be unleashed, fully illuminating the entire area and automatically dispelling all Illusions.
- EFFECT 2: Additionally, a Sol will temporarily linger at the target location, forcibly expelling darkness from the area.
- EFFECT 1: Should the orb shatter, the light will be unleashed, fully illuminating the entire area and automatically dispelling all Illusions.
Subterranean Flower
- Amount: 6
- TYPE: Main Action
- DESCRIPTION: A magical seed covered in spikes, making it a slight pain to even carry. However, once planted and given a bit of water, it’ll quickly sprout and bloom underground, creating a pit trap. If someone walks over it, they’ll fall into the pit and land onto a carnivorous flower!
- The flower immediately wraps its vines around the target. At the start of each round, the target loses 5 Hearts.
- They can try to climb out of the pit with a Support Action, rolling their Power against 30 Dice.
- If they succeed, they’re able to overpower the flower and escape the pit, causing the flower to die.
- If they fail, they lose another 5 Hearts.
- If they succeed, they’re able to overpower the flower and escape the pit, causing the flower to die.
- The flower immediately wraps its vines around the target. At the start of each round, the target loses 5 Hearts.
Mega Subterranean Flower
- Amount: 1
- TYPE: Main Action
- DESCRIPTION: A magical bundle of seeds covered in many spikes, making it a slight pain to even carry. However, once planted and given a bit of water, it’ll quickly sprout and bloom underground in all directions, forming an underground crater of nearly 50 feet in diameter. If someone walks over it, they’ll fall into the pit and land onto a carnivorous flower, which straight up tries to eat them!
- The flower immediately wraps its vines around the target. At the start of each round, the target loses 10 Hearts.
- They can try to climb out of the pit with a Support Action, rolling their Power against 40 Dice.
- If they succeed, they’re able to overpower the flower and escape the pit.
- If they fail, they lose another 10 Hearts.
- If they succeed, they’re able to overpower the flower and escape the pit.
- The flower immediately wraps its vines around the target. At the start of each round, the target loses 10 Hearts.
Phase Blanket
- Amount: 8
- TYPE: Support Action
- DESCRIPTION: A white see-through blanket that you can drape over furniture to make it look spooky! Or you can drape it over yourself and then freely phase through a wall:
- You will continue to remain phased as long as you remain inside of a wall/structure of some kind.
- If you run into any source of Magic (other than yourself), you will immediately unphase, regardless of whether you’re inside or not.
- DURATION: Until you exit whatever physical construct you’re phased into, at which point the Phase Blanket fades away
- You will continue to remain phased as long as you remain inside of a wall/structure of some kind.
Sol Mask
- SELL VALUE: 1,000 Rupees
- REQUIREMENTS: A Sol Orb hovering over your head.
- Without this, the mask's abilities do nothing.
- Without this, the mask's abilities do nothing.
- DESCRIPTION: A white, elegant half-mask that covers your forehead and part of the top of your head. On its own, it's just a fancy decoration, but in conjunction with a Sol Orb, it gives you some powerful abilities. Has the Sol Shield passively, and can use Sol Barrage against a single target.
- Sol Shield:
- Defense Dice: +5
- EFFECT: Anyone with a Sol Mask & Sol Orb can freely move their Sol Shields between each other at any time. Multiple Sol Shields can stack on a single target.
- However, a Sol Shield cannot defend a direct attack against a Sol Orb.
- However, a Sol Shield cannot defend a direct attack against a Sol Orb.
- Defense Dice: +5
- Sol Barrage (Main):
- Roll your Wisdom +15 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, disable all of target's Bonuses (except Armor).
- DURATION: One round.
- DURATION: One round.
- Damage: +0
- Roll your Wisdom +15 dice vs. targets' Wisdom dice
- Sol Shield:
Chaos Mask of Truth
- Amount: 1
- TYPE: Main Action
- INFORMATION: This item is afflicted with Majora’s Madness. For most people, simply touching it will invoke madness to the target, sending them into disarray.
- DESCRIPTION: A white and red mask that resembles the Sheikah’s Eye of Betrayal symbol. Supposedly, putting it on allows you see the truth in something, but this version has been imbued with Majora’s Madness by the Mask Man. If you force it onto someone, it will trigger a Primal Incarnation, fusing the mask onto their face. Can force it onto one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, transform the target into their primal state, turning them into a feral mess.
- Target loses control of themself.
- The transformation’s other effects differ from target to target.
- DURATION: Until the target dies or their madness is absorbed from them
- Target loses control of themself.
- IF FAIL: You transform into your primal state instead.
- Damage: None
- Roll your Wisdom dice vs. targets' Wisdom dice
Mask of Truth
- SELL VALUE: 25 Rupees
- Amount: 5
- DESCRIPTION: While it resembles the legendary Mask of Truth, its abilities don’t seem to give insight to “the truth”. It does, however, let you hear voices you normally can’t hear...
- EFFECT 1: You can speak through this mask to all others wearing a Mask of Truth. Likewise, you can hear anything spoken back.
- EFFECT 2: This mask alters any voice you normally can’t understand into English… or whatever it is people speak ‘round here.
- EFFECT 1: You can speak through this mask to all others wearing a Mask of Truth. Likewise, you can hear anything spoken back.
Hylian Mask
- SELL VALUE: 50 Rupees
- DESCRIPTION: A mask molded in the shape of a Hylian face which you wear on your face. This mask disguises you and gives you a small taste of what a Hylian can do.
- EFFECT 1: You become disguised as a Hylian, giving you +5 Dice when defending against Spot Checks performed against you by Hylians
- EFFECT 2: You can eavesdrop on telepathic communications.
- EFFECT 1: You become disguised as a Hylian, giving you +5 Dice when defending against Spot Checks performed against you by Hylians
Blast Mask
- TYPE: Main Action
- DESCRIPTION: Wear a frigin’ bomb for a mask! What could possibly go wrong? Allows you to Self-Destruct:
- COSTS: Your life
- EFFECT: Your frigin’ head frigin’ explodes you nimrod. The remainder of your life is fed into the explosive force, and a powerful shockwave hits everyone else. Add dice to the attack equal to your Maximum Hearts.
- Roll your Power dice vs. targets' Power dice
- Damage: +0
- Damage: +0
- Roll your Power dice vs. targets' Power dice
- COSTS: Your life
Flame Spirit Gem
- INFORMATION: This is a Passive Mythical Artifact. Having it in your inventory is enough for its effects.
- REQUIREMENTS: Fire and Spirit
- DESCRIPTION: A great gem imbued with the spiritual power of Fire Magic. Comes with warm heart of flames… just kidding, you’re a blazing psychopath. Surrounds you with a layer of flames.
- EFFECT: The first 20 Magic-based Damage you take is blocked (after Armor is factored in).
- Additionally, while this barrier is up, anyone that hits you takes 4 Neutral Damage.
- Once it blocks the damage, the effects of this gem go inert for the remainder of the battle.
- Additionally, while this barrier is up, anyone that hits you takes 4 Neutral Damage.
- EFFECT: The first 20 Magic-based Damage you take is blocked (after Armor is factored in).
Frost Spirit Gem
- INFORMATION: This is a Passive Mythical Artifact. Having it in your inventory is enough for its effects.
- REQUIREMENTS: Water and Spirit
- DESCRIPTION: A great gem imbued with the spiritual power of Frost Magic. Comes with a cold heart… just kidding, your heart’s already turned to ice. Surrounds you with a protective layer of frost.
- EFFECT: The first 20 non-Magic-based Damage you take is blocked (after Armor is factored in).
- Additionally, while this barrier is up, anyone that hits you loses 3 Attack Dice.
- Once it blocks the damage, the effects of this gem go inert for the remainder of the battle.
- Additionally, while this barrier is up, anyone that hits you loses 3 Attack Dice.
- EFFECT: The first 20 non-Magic-based Damage you take is blocked (after Armor is factored in).
Twinrova Spirit Gem
- INFORMATION: This is a Passive Legendary Artifact. Having it in your inventory is enough for its effects.
- REQUIREMENT 1: Fire, Water, and Spirit
- REQUIREMENT 2: You must be in Twinrova Form
- DESCRIPTION: Blended from the great gems of Koume and Kotake, and imbued with the spiritual power of Fire & Frost Magic. While active, it envelops you with a protective layer of both frost and fire.
- EFFECT: The first 40 Damage you take is blocked (after Armor is calculated)
- Additionally, while this barrier is up, anyone that hits you takes 5 Neutral Damage and loses 5 Attack Dice.
- Once all of the gem's damage buffer has been blocked, the effects of the gem go inert for the remainder of the battle.
- Additionally, while this barrier is up, anyone that hits you takes 5 Neutral Damage and loses 5 Attack Dice.
- EFFECT: The first 40 Damage you take is blocked (after Armor is calculated)
Faron, Spirit of Light
- INFORMATION: Faron resides within you in Spirit Form, allowing you to access him at any time.
- DESCRIPTION: The great spirit of Faron, a grand… monkey of Light, with a long coiled tail. Its a curious beast that treasures its bonds. As such, it uses tail to protect its friends, shielding them from harm. Can use Tail Cover and Spiritual Overwhelm.
- Tail Cover:
- COSTS: 6 Magic
- EFFECT: At any time, you can have Faron use its tail to intercept an attack that would hit someone else, allowing you to Cover for them for No Action Cost.
- However, if you’re hit during this, any damage you would take also causes you to lose an equivalent amount of Magic.
- However, if you’re hit during this, any damage you would take also causes you to lose an equivalent amount of Magic.
- COSTS: 6 Magic
- Spiritual Overwhelm:
- COSTS: 8 Magic
- CHARGE: 3 Actions
- Begin charging by having Faron jump in and out of your body. As you charge, your soul gets charged with pieces of Faron’s overwhelming spirit.
- Begin charging by having Faron jump in and out of your body. As you charge, your soul gets charged with pieces of Faron’s overwhelming spirit.
- DESCRIPTION: Once charged, the spirit of Faron overwhelms your body and soul, overpowering you to great heights.
- Courage: +10
- Magic Regen: +5
- EFFECT 1: Once per round, at any time, override one of your attacking or defending stats with your Courage stat.
- EFFECT 2: If you would die during Spiritual Overwhelm, its effects end, but you recover to maximum Hearts & Magic.
- Courage: +10
- COSTS: 8 Magic
- Tail Cover:
Dark Mark (UNAVAILABLE)
True Form of Dark Mark
- INFORMATION: This mark is passive and is considered a Legendary Artifact.
- RESTRICTIONS: This can only be used by Corsava
- DESCRIPTION: A being of darkness that’s wrapped around your right hand and has a seemingly random form, festering slightly with your madness. After getting it to see eye to eye with both you and itself, you can now communicate with it, though it still has some free will. Can use the Illusory Switch, Dark Takeover, Incarnate, and Summoning Ritual abilities.
- True Illusion (Support):
- DESCRIPTION: The Dark Mark now has a soul of its own, and it can manifest itself into a physical illusion that can be seen, felt, heard, and touched. It can take whatever form it wants, and you can telepathically speak with it. It has a will of its own though, so what it does may sometimes be out of your control.
- EFFECT: It can also manipulate its soul to match its form, so anyone that would normally be able to see through Illusions will not be able to tell the difference between it and someone real.
- DURATION: Your Dark Mark can stay in its form as long as it likes. But if it takes any damage (and it can’t actually defend itself), it vanishes and is forced back to your hand for some time.
- EFFECT: It can also manipulate its soul to match its form, so anyone that would normally be able to see through Illusions will not be able to tell the difference between it and someone real.
- DESCRIPTION: The Dark Mark now has a soul of its own, and it can manifest itself into a physical illusion that can be seen, felt, heard, and touched. It can take whatever form it wants, and you can telepathically speak with it. It has a will of its own though, so what it does may sometimes be out of your control.
- Illusory Switch (Support):
- COSTS: 3 Magic
- EFFECT: Instantly switch locations with your True Illusion.
- COSTS: 3 Magic
- Dark Takeover (Support):
- Amount: 3
- DESCRIPTION: Each time you cause a target to transform as a result of Pure Madness or would receive a Fairy, your Dark Mark gains a “dot” around it, which is a tiny little orb of indeterminate darkness. You can use it one of two ways:
- EFFECT 1: Your Dark Mark briefly inhabits someone else, restoring them to Maximum Hearts & Magic.
- EFFECT 2: If your or someone else would die, your Dark Mark can inhabit their body, reviving them back to Maximum Hearts & Magic. However, your Dark Mark gains full control over their actions and is stuck in their body.
- DURATION: For the remainder of the battle, at which point the Dark Mark can return to your hand, and said target gets control over their body again.
- WARNING: If the target dies again while the Dark Mark is inhabiting it, its madness will go berserk. Do not let this happen.
- DURATION: For the remainder of the battle, at which point the Dark Mark can return to your hand, and said target gets control over their body again.
- EFFECT 1: Your Dark Mark briefly inhabits someone else, restoring them to Maximum Hearts & Magic.
- Amount: 3
- Incarnate (Main):
- COSTS: 6 Magic
- DESCRIPTION: Absorb the madness from a target and into yourself.
- Roll your Power +15 dice vs. targets' Power dice
- Damage: None
- EFFECT 1: If it hits, target recovers Hearts equal to the difference in successes and regains their senses, undoing any transformations caused by madness.
- EFFECT 2: Additionally, if it hits, you gain Bonus Hearts & Magic (stat) equal to the difference in successes. Then, gain the following bonuses:
- Attack Dice: +10
- Any move that requires Charge-Up requires 1 Action less. This can turn a charge-move into a non-charge move.
- WARNING, even if you’re supposedly “immune” to Madness, it is highly recommended you don't cast Incarnate while you're already in Incarnate mode.
- DURATION: For the remainder of the battle.
- Attack Dice: +10
- Damage: None
- Roll your Power +15 dice vs. targets' Power dice
- COSTS: 6 Magic
- Summoning Ritual (Support):
- REQUIREMENTS: Shadow and Spirit
- COSTS: 15 Hearts and 45 Magic
- CHARGE: 3 Actions
- Begin charging by spilling your Magic-infused blood into a large spell circle.
- As it charges, chant and recite scenes from your dearest memories. Your memories are then sacrificed for more power.
- Begin charging by spilling your Magic-infused blood into a large spell circle.
- DESCRIPTION: Once charged, you can cast Pure Madness on yourself (skipping its Charge time) in order to activate the spell circle.
- EFFECT: Select a target, and summon that target through the spell circle.
- EFFECT: Select a target, and summon that target through the spell circle.
- REQUIREMENTS: Shadow and Spirit
- Pure Madness (Main):
- RESTRICTIONS: Pure Madness can only be used by Corsava
- COSTS: 10 Hearts
- CHARGE: 2 Actions
- Begin charging by inflicting great pain upon yourself, causing your whole body to bleed. As it charges, your Dark Mark glows, and you focus your pain into sheer madness.
- Begin charging by inflicting great pain upon yourself, causing your whole body to bleed. As it charges, your Dark Mark glows, and you focus your pain into sheer madness.
- DESCRIPTION: Once charged, unleash the madness onto a poor soul!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Neutral Damage: 5
- EFFECT 1: If it hits, the target is consumed by madness, causing massively increased aggression!
- Target must use $1d# for targeting their single-target abilities.
- Defense Dice: -6
- Attack Dice: +8
- Target must use $1d# for targeting their single-target abilities.
- EFFECT 2: This should also cause a heavy psychological effect on the target.
- Depending on what the target is, it may also transform the target into a greater enemy, possibly even a boss, based on DM’s Discretion. This can overwrite EFFECT 1.
- Depending on what the target is, it may also transform the target into a greater enemy, possibly even a boss, based on DM’s Discretion. This can overwrite EFFECT 1.
- IF FAIL: The madness backfires and consumes you, instantly killing you and deactivating your Dark Mark for the remainder of the battle.
- Neutral Damage: 5
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- RESTRICTIONS: Pure Madness can only be used by Corsava
- True Illusion (Support):
The Love Medallion
- INFORMATION: This is a Passive Legendary Artifact. Having it in your inventory is enough for its effects.
- RESTRICTIONS: This can only be used by Corsava
- DESCRIPTION: A newly forged medallion inscribed with a heart filled with lots more hearts. Not only are the Queen of the Gerudo, you’re the “Queen of the Gerudo”, if you get my drift. And your harem doesn’t stop there. Everyone you extend your cares to shall love you as their Queen!
- EFFECT 1: When a creature hits you with an attack, you can choose to mark the target with your Love Mark. When you mark a creature in this way, you gain 2 Hearts stat.
- Effect 2: When a friendly creature without a Love Mark is the target of your Support Action, or when you are the target of a friendly creature without a Love Mark's Support Action, you can mark them with your Love Mark. When you mark a creature in this way, you and the creature both gain 2 Hearts stat.
- EFFECT 1: When a creature hits you with an attack, you can choose to mark the target with your Love Mark. When you mark a creature in this way, you gain 2 Hearts stat.
- Mark of the Love Sage: The following effects apply to creatures marked with your Love Mark.
- Creatures marked with your Love Mark reroll attacks against you, and must take the lower roll.
- Creatures marked with your Love Mark do not include you in attacks which Hit All Enemies.
- When a creature marked with your Love Mark dies, you gain 1 action of charge on A Spirit of Fire and Ice, Spiritual Overwhelm, or Inverse Kaiten.
- When Creatures marked with your Love Mark take damage, you or another creature afflicted with your Love Mark can choose to take that damage instead. If a creature does, the damage is not reduced by the first creature's armor and the second creature cannot avoid the damage in any way.
- Creatures marked with your Love Mark reroll attacks against you, and must take the lower roll.
Born under a dark sign, Corsava was raised as a bit of an outcast, as warriors are loathe to associate with those who are "dishonorable". Her skin was like that of any other Gerudo, save for the mark upon her palm, a strange symbol seemingly scarred onto her flesh. In her isolation, Corsava turned to those who accepted her mark freely, thieves and burglars. She became quickly hardened by her new-found comrades, and for a while, it seemed she may merely become another thief.
However, during a routine break-in, the city watch was waiting in ambush, she watched as her friends were slain, and she herself was slain. When she awoke, she was in a cavern out of town, the dark mark burning intensely. She returned to the scene of the break-in, and found that she alone survived. At first, she decided to lay low, wait for everything to blow over, but when she saw her own face on wanted posters, she knew it was time to skip town.
Before leaving, she made one last job, a personal one, a smash and grab at the town hall/palace/whatevertheyhave. She stole a book of dark secrets that she hoped would help explain the mark on her hand and the sign of her birth. She learned very little, and what she did learn only disturbed her. She knew that the mark would give her an affinity for the shadows, and that those bearing it tend to reckless disposition. However, the book seemed to detail that it would influence it's bearer to find and push past the boundaries they set themselves. Theft, sadism, and murder would someday become casual affairs for her.
Corsava spends great lengths of time dwelling on the mark of her birth, and whether she is chained to it, or capable of denying it's influence. With each decision she ponders whether or not it is truly her that is choosing. In trying to manage her mark's influence over her, she has gained a certain kind of discipline, but always, in times of stress and panic, she can feel the temptation of its will.
However, during a routine break-in, the city watch was waiting in ambush, she watched as her friends were slain, and she herself was slain. When she awoke, she was in a cavern out of town, the dark mark burning intensely. She returned to the scene of the break-in, and found that she alone survived. At first, she decided to lay low, wait for everything to blow over, but when she saw her own face on wanted posters, she knew it was time to skip town.
Before leaving, she made one last job, a personal one, a smash and grab at the town hall/palace/whatevertheyhave. She stole a book of dark secrets that she hoped would help explain the mark on her hand and the sign of her birth. She learned very little, and what she did learn only disturbed her. She knew that the mark would give her an affinity for the shadows, and that those bearing it tend to reckless disposition. However, the book seemed to detail that it would influence it's bearer to find and push past the boundaries they set themselves. Theft, sadism, and murder would someday become casual affairs for her.
Corsava spends great lengths of time dwelling on the mark of her birth, and whether she is chained to it, or capable of denying it's influence. With each decision she ponders whether or not it is truly her that is choosing. In trying to manage her mark's influence over her, she has gained a certain kind of discipline, but always, in times of stress and panic, she can feel the temptation of its will.
Ahlma
- Power: 30 (+0)
- Courage: 14 (-1)
- Wisdom: 10 (+0)
- Hearts: 40/30 (+10)
- Magic: 15/15 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 5
- Armor: 5
Affinities: Light
Actions listed here use a Main Action slot, have a contested check, and deal damage as part of their resolution
Greatsword of the Desert Vanguard
Spiked Boomerang
Sol Mask
Greatsword of the Desert Vanguard
-
Power Slash
- Power vs. Courage; +20; Applies Penumbra’s Curse (Disadvantage to defense rolls) on hit.
Spiked Boomerang
-
Throw
- Power vs. Power; -3; On a hit, applies attack to a second target (triggers once).
Golden Throw
- Power+2 vs. Wisdom; +0; Bypasses Cover, ignores Defense Dice.
Sol Mask
-
Sol Barrage
- Wisdom+15 vs. Wisdom; +0; On hit, disable all target's bonuses (except armor) for 1 round.
Actions listed here use a Main Action slot, may or may not have a contested check, and deal no damage as part of their resolution
Greatsword of the Desert Vanguard
Magnetic Gloves
Greatsword of the Desert Vanguard
-
Great Swing
- Power; An ally gains attack dice equal to your successes, if their next attack succeeds, they deal x1.5 damage. Otherwise, they take damage equal to 1.5x Successes instead.
Magnetic Gloves
-
Magnetic Push
- Power+5 vs. Power; If successful, neither you nor target can move or attack.
Magnetic Pull
- Power+5 vs. Power; If successful, steal target's handheld items.
Actions listed here use a Support Action slot
Efficient Mirage
Efficient Mirage
- 1 Magic: Target gains Disillusion (Auto-dodge 1/3)
Actions listed here can be used freely once or more per round
Greatsword of the Desert Vanguard
Greatsword of the Desert Vanguard
-
Great Swing (Reaction)
- When you successfully defend against a Magic-attack, you can reflect the attack at your defending success rate, with a 1.5 damage multiplier on a successful hit.
-
Augment Robes
- 4 Magic (Cumulative Upkeep); +7 Courage
Efficient Mirage
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Create a mirage of a target, giving them a chance to completely dodge attacks.
- EFFECT: Target gains Disillusion:
- Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, Disillusion is removed.
- Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, Disillusion is removed.
- EFFECT: Target gains Disillusion:
Weapons
Greatsword of the Desert Vanguard
- INFORMATION: This is a Mythical Artifact.
- REQUIREMENTS: Two-Handed and 30 Power
- DESCRIPTION: A great sword with a wide blade, once wielded by an ancient evil, weighing the blade serves to remind the Gerudo of their history. The flat side is wide enough that it can double as a shield, allowing a champion to defend her people. Can Power Slash a target, or use the Great Swing or Great Vanguard abilities.
- Power Slash (Main):
- Roll your Power dice vs. targets' Courage dice
- Damage: +20
- EFFECT: If it hits, target receives Penumbra’s Curse:
- Target rolls twice anytime they defend, and they’re forced to take the lower roll.
- Target rolls twice anytime they defend, and they’re forced to take the lower roll.
- Damage: +20
- Roll your Power dice vs. targets' Courage dice
- Great Swing (Main):
- DESCRIPTION: Use the flat of the blade to absorb the shock of spell, then launch it back!
- EFFECT (Reaction): If you successfully defend a Magic-based attack, you can launch it back at the attacker!
- Your reflected attack uses your defending success rate and multiplies the damage by * 1.5.
- Your reflected attack uses your defending success rate and multiplies the damage by * 1.5.
- EFFECT (Action): This can also be used to propel a person.
- Roll your Power stat. Said person’s attack gains dice equal to your successes.
- If their attack is successful, they deal * 1.5 damage.
- If their attack fails, they take damage equal to their attacking successes * 1.5.
- Roll your Power stat. Said person’s attack gains dice equal to your successes.
- EFFECT (Reaction): If you successfully defend a Magic-based attack, you can launch it back at the attacker!
- DESCRIPTION: Use the flat of the blade to absorb the shock of spell, then launch it back!
- Great Vanguard (Support):
- COSTS: Magic equal to half your Power
- DESCRIPTION: Plant the blade into the ground, using your strength and the blade’s might to protect you and your allies with a great barrier! However, it requires you to hold onto the blade as it’s planted into the ground.
- EFFECT: You and your allies gain Armor equal to half of your Power.
- Any move that “bypasses Cover” ignores this Armor Bonus.
- DURATION: Lasts until you attack or defend.
- Any move that “bypasses Cover” ignores this Armor Bonus.
- EFFECT: You and your allies gain Armor equal to half of your Power.
- COSTS: Magic equal to half your Power
- Power Slash (Main):
Spiked Boomerang
- SELL VALUE: 75 Rupees
- DESCRIPTION: A nice, metal boomerang, duct tape'd to the brim with spikes. It's a wonder you can even hold it, much less throw it. You can hit a target with Throw or use Golden Throw.
- Throw (Main):
- Roll your Power dice vs. targets' Power dice
- Damage: -3
- EFFECT: If it hits, the Spiked Boomerang bounces off and directs itself towards one more target at the same success rate.
- This effect does not proc itself again.
- This effect does not proc itself again.
- Damage: -3
- Roll your Power dice vs. targets' Power dice
- Golden Throw (Main):
- CHARGE: 1 Action
- Begin charging by forgetting your Spiked Boomerang exists... wait what?
- Begin charging by forgetting your Spiked Boomerang exists... wait what?
- DESCRIPTION: Once charged, your boomerang disappears, and when you want to hit something with it, it will reappear and remember itself, teleporting directly behind a target.
- EFFECT: This attack bypasses Cover and ignores the target’s Bonus Defense Dice.
- Roll your Power +2 dice vs. targets' Wisdom dice
- Damage: +0
- Damage: +0
- EFFECT: This attack bypasses Cover and ignores the target’s Bonus Defense Dice.
- CHARGE: 1 Action
- Throw (Main):
Armor
Lynel Hide
- DESCRIPTION: The fluffy, oversized hide of a Lynel, somewhat trimmed down into a Armor, though still overbearing. It still harbors the fierce Lynel spirit, giving it both protective properties and the ability to enter a lesser Fierce Combat.
- Courage: -6
- Hearts: +10/10
- Armor: +5
- Fierce Combat:
- EFFECT: When you drop to 10 Hearts or less, this automatically triggers, giving you a substantial combat boost!
- Any Negative Bonuses you have are removed, including the -6 Courage from this armor.
- You can attack twice in a single turn.
- However, you also cannot recover Hearts.
- DURATION: For the remainder of the battle
- Any Negative Bonuses you have are removed, including the -6 Courage from this armor.
- EFFECT: When you drop to 10 Hearts or less, this automatically triggers, giving you a substantial combat boost!
- Courage: -6
Robes
Augmented Speed Robes
- SELL VALUE: 100 Rupees
- DESCRIPTION: A green robe that seems to flicker while you move, making your position unclear to enemies. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Courage: +5
- Courage: +5
- Augmented Mode (Free Action):
- COSTS: 4 Magic at the start of each round
- Courage: +13
- COSTS: 4 Magic at the start of each round
- Basic Mode:
Tools
Magnetic Gloves
- SELL VALUE: 250 Rupees
- INFORMATION: This item is passive. Having it in your inventory is enough for its effects.
- DESCRIPTION: A pair of metallic gloves that gives you the power to magnetically push or pull other metallic objects, dependent on the relative size between yourself and the object. Can use the Magnetic Push or Magnetic Pull abilities.
- Magnetic Push (Main):
- Roll your Power +5 dice vs. targets' Power dice
- Damage: None
- EFFECT: If it hits, then as long as you continue to channel this, neither you nor the target can move or attack.
- DURATION: Until you attack or defend.
- DURATION: Until you attack or defend.
- Damage: None
- Roll your Power +5 dice vs. targets' Power dice
- Magnetic Pull (Main):
- Roll your Power +5 dice vs. targets' Power dice
- Damage: None
- EFFECT: If it hits, steal target's equipped handheld items.
- Damage: None
- Roll your Power +5 dice vs. targets' Power dice
- Magnetic Push (Main):
Masks
Sol Mask
- SELL VALUE: 1,000 Rupees
- REQUIREMENTS: A Sol Orb hovering over your head.
- Without this, the mask's abilities do nothing.
- Without this, the mask's abilities do nothing.
- DESCRIPTION: A white, elegant half-mask that covers your forehead and part of the top of your head. On its own, it's just a fancy decoration, but in conjunction with a Sol Orb, it gives you some powerful abilities. Has the Sol Shield passively, and can use Sol Barrage against a single target.
- Sol Shield:
- Defense Dice: +5
- EFFECT: Anyone with a Sol Mask & Sol Orb can freely move their Sol Shields between each other at any time. Multiple Sol Shields can stack on a single target.
- However, a Sol Shield cannot defend a direct attack against a Sol Orb.
- However, a Sol Shield cannot defend a direct attack against a Sol Orb.
- Defense Dice: +5
- Sol Barrage (Main):
- Roll your Wisdom +15 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, disable all of target's Bonuses (except Armor).
- DURATION: One round.
- DURATION: One round.
- Damage: +0
- Roll your Wisdom +15 dice vs. targets' Wisdom dice
- Sol Shield:
Mask of Truth
- SELL VALUE: 25 Rupees
- Amount: 5
- DESCRIPTION: While it resembles the legendary Mask of Truth, its abilities don’t seem to give insight to “the truth”. It does, however, let you hear voices you normally can’t hear...
- EFFECT 1: You can speak through this mask to all others wearing a Mask of Truth. Likewise, you can hear anything spoken back.
- EFFECT 2: This mask alters any voice you normally can’t understand into English… or whatever it is people speak ‘round here.
- EFFECT 1: You can speak through this mask to all others wearing a Mask of Truth. Likewise, you can hear anything spoken back.
Consumables
Sol Orb
- Amount: 3
- SELL VALUE: 500 Rupees
- DESCRIPTION: A ball of bright light encapsulated inside of a glass orb. Simply bringing it close to an illusion seems to dispel it.
- EFFECT 1: Should the orb shatter, the light will be unleashed, fully illuminating the entire area and automatically dispelling all Illusions.
- EFFECT 2: Additionally, a Sol will temporarily linger at the target location, forcibly expelling darkness from the area.
- EFFECT 1: Should the orb shatter, the light will be unleashed, fully illuminating the entire area and automatically dispelling all Illusions.