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ElricOfMelnibone got a reaction from SSB_Shadow in If war would erupt
Ah! Finally a very nice discussion!
First, I'd like to point out a few things to Drake Masters: Lucanor ISN'T Elisabetta's brother. They have very very loose blood ties. It seems (from the BG) that the Barbados Family (Elisabetta's) is somewhat blood-tied to the Giovanni Family (Lucanor's), BUT at least since the time of Zhorne Giovanni, each Giovanni emperor had a single male offspring, meaning that the Barbados bloodline must have separated from the Giovanni one BEFORE Rah...which is pretty long ago. Actually, as a mean of regaining his throne, Lucanor might even consider marriage with Elisabetta (ok, there's wide age difference and she's even a bit too young, but just like all Giovanni, Lucanor ages very slowly and between aristocracy such thing wouldn't be unheard of...), although I don't believe Lucanor is even interested in regaining his throne.
Also Matthew Gaul hasn't been attacking the Empire till now because of 2 reasons: one is the Shadow (or Fourth Lord of War, or Lord of War of the North), the other is Lucanor himself. Actually, Ghoul has offered Lucrecio to join the Alliance, but Lucanor has always refused. Now, Ghoul is intelligent enough not to underestimate a Giovanni (Zhorne completely changed the course of a war...), especially when moving his troops on the north, his flank would be completely open from any attack from Lucrecio. Right now, Gaul has initiated a war against Kashmir and Baho. Both territories have plenty of resources (well Baho might also have something more powerful, like Devah remains) AND they offer an optimal test-ground for any Lodge Technology the Alliance has recovered so far. The Empire is avoiding direct conflict, although it's secretly supporting the defense of Kashmir, but it won't last long unless something completely unexpected happens. As soon as control of Kashmir is seized along with Baho, the Alliance will probably feel strong enough to attack the Empire.
As for the Imperium, I don't believe they'll take any action about it. Whoever survives the war will be the "fittest" for command, which is what they want. Right now they have to handle much bigger issues such as the aftermaths of Eljared's actions. Also a lot of "big" forces are awakening or menacing humanity as a whole (see Nerelas' plans, or the awakening of one of the Machine's Mothers and there's more). I doubt Imperium will as much as move a single digit in the war, unless the use of Solomon technologies escalates to levels that resemble old Solomon, in which case they might take some action, especially if they determine that Gaul is Andromalius' last descendant. Personally, I wouldn't throw Imperium into the mix and reserve their role to other "problems" and subplots.
As a matter of fact the Azur Alliance can count on a superior (although not in numbers) army and amazing generals (its Arbiters and Gaul himself). As for Lost Lodges, it's true that the Alliance right now is more "advanced" in their research, but Elisabetta is investing in their research too and since most of them are in Imperial territories, I think the Empire should be able to catch-up with the Alliance on that side. Considering Azur "ways" I'd believe that they launch a few well placed assassination attempts along with the full scale war. Eliminating figureheads like Thadeus Van Horsman, Yuri Olson and Elisabetta herself will be their top priority. Also, Yuri Olson is a frontliner general, but unless he's given time for his full potential to unlock, he's doomed if faced on the battlefield by Arbiters such as Arkeid or Alastor (not to mention Aizen or Kariagne). Only Sixth/Seventh Heaven Knight can possibly face such threats, so the Empire should relocate them to protect their generals. Fortunately, Thadeus is a military genie and should have already predicted a few maneuvers by the Alliance.
Anyway, if you start your campaign 6 months after Elisabetta's crowning (standard for Anima campaigns setting), I believe the war should erupt within 1-2 years of the beginning of the campaign (game time, of course).
Now, if we want to make any prediction on the war outcome we can't just consider the Empire and the Alliance. The outcome will mostly be decided by the intervention of other nations. The key is probably (as most often) the Giovanni. Lucanor is the most intelligent man on Gaia, probably in Gaia's history (I'd place his Intelligence value somewhere like 15). What's in his best interest?
I don't think taking the Empire's throne is any priority for Lucanor. His aim is pretty clearly defeating the Imperium (which was also Rah's objective, by the way), but he'll be very careful and patient about it, since he knows pretty well how things ended for Rah and is too smart to commit the same errors. First and most important he must make sure Imperium never discovers what he's up to. Should they discover it, he's done for. Actually, I believe Lascar himself was aware of Imperium and that he was no more than a puppet in their hands. That's why he tried to avoid Lucanor's birth and always acted as a mean badass: to defy the Imperium's plan of having nice Giovanni emperors ruling all lands in absolute order for them. Lascar was pretty much successful in his part of the plan and Lucanor won't waste his father's legacy.
Let's get back to the war. He could ally himself with either side and he's probably made plans to make either side win the war. My guess is Lucanor will probably end-up siding Elisabetta, although he wouldn't do it officially. Simply put Elisabetta is easier to deal with. She won't even try to reunite all principalities into a single Empire. It's pretty obvious at this point that reuniting the whole Empire would be impossible and detrimental to the Empire itself. I believe that once things with the Alliance are settled, Elisabetta will be more than willing to allow everyone have his independance. She's open minded, she's like that. This means, Lucanor would be allowed to keep doing his stuff in tranquillity. Actually, Elisabetta (and her heaven order) might even become useful pawns in the onsetting of a war against Imperium. On the other hand, Gaul isn't the kind of guy who could share power with anyone. Having the Alliance crush the Empire would later mean having to face a showdown with Gaul and once the Alliance has eliminated the Empire there's no way Lucrecio can oppose it, Wissenshaft technology or not. Elisabetta is no danger, while Gaul is dangerous. Who would you side with? Lucanor might "innocently" offer Elisabetta his help in exchange for any Lost Lodge knowledge found in the Empire territories. And it's not like the Empire an refuse such offer right at the moment. Anyway, being Lucrecio fully berdering the Alliance territories, declaring alliance to the Empire would be too much dangerous, meaning Lucanor will only offer under-cover help.
Oh, by the way, there's no doubt that the Empire will wait for Azur's move and it will mainly play a defensive war against Gaul's forces. Elisabetta, doesn't want to bring war and desperation again to the already battered territories of the Alliance and it's unlikely that her faithful generals will defy her orders.
What follows is in the assumption Lucanor has somehow secretly contacted Elisabetta and arranged for an alliance. If you think he should aid Gaul or just stay out of the way, you can stop reading here.
Lucanor will probably have Crows intercepting Les Jaeger assassins and could provide the much needed support in Kashmir and Baho, as well as acting as a diplomacy intermediate.
Although Lucrecio hasn't great military force by itself, I believe one of Lucanor's first steps will be acquiring the services of The Travelers (a very strong mercenary army led by an ex-Lord of War, Zebulos). Zebulos was against Elias becoming emperor, that's the reason which he decided to abandon the empire along with his army. Still, it's not like he "hates" the Barbados or anything. Besides, his action mean he somehow believes in the "rights" of the original imperial lineage, the Giovanni. I don't think an amazing man such as Lucanor (being the last Giovanni heir) would have much trouble convincing Zebulos to join his cause. At this point, best maneuver would be having Zebulos' men strengthen Kanon's border (officially under Empire paycheck, of course). This would have two very big benefits for the Empire:
1st: With such a strong army and such an amazing general, Kanon's border should keep it against the Azur forces.
2nd: The Travelers won't be anymore on Gabriel's paycheck...more on that later.
Now, let's talk about what will really change the course of war: diplomacy. I'll talk about it following a North->South route in the old continent, then get to the new one.
Much is happening in the north. In regard to the Empire all that matters is:
1st: Synodai's rebellion and subsequent fracturing of the forces of the fourth Lord of War.
2nd: Increasing incursions of Skuling Clan from Goldar in imperial territories, meaning troops must be somehow allocated there.
If there was a single nation in the north, it would be much easier to deal with both problems, simply by making treaties with the ruling figure. Lucky enough for Elisabetta, right now a big guy named Erick Sterki is trying to do so. Not only Erick is a very powerful fighter (Warrior 9) and a really charismatic leader (it seems almost everybody loves him in Hendell), he's also a pretty smart and open minded guy (in a way, he's pretty similar to the Russian Tzar Peter the Great), as shown by his acceptance of Jayan Nephilims and the fact he put a woman, Liv Frifdottr, in charge of a bastion. He and Elisabetta are pretty much like-minded, so an alliance between the two would be very likely as far as she allows him to keep the throne of the Hauffmarssen (Hauffman, Hendel, Goldar and eventually Dwanholf). Considering Elisabetta is pretty smart and Lucanor is much smarter, they'll probably come up with the following treaty: forces of the Fourth Lord of War will support Sterki's conquest of the North, but in return, Sterki will take care of both Skuling and Synodai. Of course, Erick is intelligent enough to ask that once the territory is solidly under his control, the Fourth Lord of War retreats most of his troops from the territory (nobody wants a strong foreign military presence on his lands, not even a supposedly allied one). A few might remain there, both as a guarantee that Sterki doesn't attempt any strange aggression toward the Empire (which I don't believe he should be interested in, anyway) and as a "helpful hand" in enforcing Erick's law, since the newly aknowledged king of the north will doubtless have to face more than a rebellion, at least during the first times of his reign. Since the Empire's focus in in the south, it's in the Empire's very own interests to remove troops from the north. Of course things won't go completely smoothly. Defeating Gunnar Skulinbert which is Bloodbane's Avatar will be quite a problem and the same goes with defeating Synodai's forces. Also invading Hauffman won't be easy task, due to the mountains, but within a couple years everything should be ok, especially because men in the north strongly believe in martial value and Sterki will easily obtain favor and submission from most guys there. Taking complete control of Dwanholf will definitely require more time, but after elimination of Synodai, there should be no more hurry over there. Anyway the Empire shouldn't be able get help from the Zealots for the first year of war against the Alliance, at the very least. Still not having to deal with the problems on the north and strengthening the border over there should be worth it, since the Empire cannot manage a two sided war.
Needless to say, Moth shall not take part in the conflict. Malekith will just be busy strengthening his influence on the "real world" part of the land. He's ethernal, he has time...won't hurry, doesn't need it...and probably a few adventuring parties will even go there a thwart his plans...but for all that matters, Moth is simply not to be considered in the outcome of war.
The same goes with Lennet and Shivat. Now that the imperial law has abbandoned the lands, the two nations will probably begin more than one internal war. There will probably be an internal war in Lennet between the Emperor and the Shogun and, should Shivat's Emperor die, there will be war between the two heirs. Even once any of these two wars has ended (or been avoided) the two principalities will begin to war against each other, due to ancient scorns and grudges. Besides, as soon as they have settled their differencies (which isn't anytime soon, by the way), their primary objectives will be Phaion, Kashmir and Baho, but I don't believe this will happen anytime before the end of Empire/Alliance war. Anyway, should you decide any of them is able to attack the mainland before the end of the main war, I don't believe they'll ally with any side. They'll just try to get what they can in the confusion, influencing very indirectly the war. For example, if they attack Baho or Kashmir while they're still under control of Azur, this will be a troublesome for the Alliance. On the other hand, if any of these two countries had already been freed by the Empire/Lucrecio efforts, they were now probably giving resources to the Empire as a form of payback, meaning the Empire will be missing some resources after the Oriental Assault. Third, should these lands still be contested, it's very likely that it will be easier for Oriental Assault to success in siezing the lands and both Empire and Azur will have their hands full on their borders to bother sending troops to reinforce their position there...simply put, Baho and Kashmir will get out of the war and become a province of Lennet/Shivat (depending on who won the Eastern Lands war). As for the invasion of Phaion, It will have probably indirect benefit for Azur Alliance for Phaion will be more "on the Empire sides" for reasons I'm explaining later.
Gabriel will support the Azur Alliance. It's not like Joshua Fardelys is an idiot and can't see the threat represented by Gaul, but he probably believes he can fight his own war on a completely different battlefield: economy. Despite everything, destroying imperial economy is in Gabriel's greatest interest and since the war is going to have a strong toll on the Alliance too, it's in the Azur's own interests to mantain positive relationships with a strong economical power which can help in the ensuing reconstruction. Simply put: Gaul can wait to get ahold of Gabriel and meanwhile, Fardelys will be planning something to avoid being swallowed by the Azur giant...actually Alystaire is making her own preparations, both to bring the Empire's downfall and to deal with Gaul afterwards. Nevertheless, Gabriel will thwart the Empire for the whole war in the Inner Sea and probably support economically the Azur Alliance. It's unlikely, anyway, that Gabriel will let Azur forces to use its territories to launch an assault on the Empire, since they're to smart to invite such army on their territory.
With Gabriel working for the Alliance it's only a matter of time for Phaion to take action in favor of the Empire. First, Phaion is home to some of the fortresses of the Fourth Lord of War, meaning they DON'T want to upset the Empire too much, also Elisabetta will gladly grant them independence in return for some help. Besides it's in their best interest that the war of the north goes smoothly and Sterki siezes Dwanholf as soon as possible, since this would spell doom for their ancestral enemies, the pirate kings. Of course, Phaion wants more than independence (which it already has) to give a hand, since it's a Merchants' Nation. It will probably demand small settlements on some islands and coastal zones in order to control the waters of Inner See, Oriental See and See of Guren (much like British policy about wars during 16th-19th century). After the war's over they will also ask for immediate removal of all residual forces of the Fourth Lord of War (after all they don't have internal problems, like in the north) and will sign a treatry that will grant them help from the Empire in case of attacks from the Eastern Lands. The Empire is in no position to deny anything and will probably have to accept all conditions in order to have someone deal with Gabrielese fleet and relieve some stress from the east.
The inner sea is a mess...some islands will be occupied or forced to collaborate with either side, some will choose to collaborate in order to gain some compensation, but after all, I don't believe any of them will really change the outcome of war. Despite Tol Rauko's Marshal being faithful to the Empress, the Templars won't take part in the war, it's not their role, and even Gaul wouldn't dare their fortress, at least not for now. Probably Gaul's forces might consider releasing the prisoners of the Nameless Island. Killrayne won't serve under Gaul, but his aim is killing Elisabetta nevertheless, so freeing him is in Azur's interests, he can be dealt with afterwards.
Now the south...
It's not hard to guess that The Episcopal States will support the Alliance. Elisabetta has made a law that legalizes cults different from christian one...which is something church won't accept, at least not the part of church that rules. Gaul can easily promise return to a strict religious control and even support, once he's done against the Empire in any ensuing war against the Lands of Al-Enneth (which is of course in his interest). Of course, it means most mages and "supernaturally gifted" guys in the Alliance, first of all Gaul will be proclaimed Saints and Faith's Defenders, hence having full permission to bring avoc on battlefields, without any trouble. This would already be a big help, especially for all that matters propaganda, which is a very important part of a war. On the other hand Elisabetta WON'T ever retreat on her position of opening to other religions and cultures, hence she is a perfect enemy for The Episcopal States.
Unfortunately for Gaul, my guess is The Episcopal States won't be too much help for three main reasons:
1st: The war against Kushistan+Stigia+Salazar will doubtless begin far before the end of the war between Alliance and Empire, probably it will break-out even BEFORE the Azur-Empire war BEGINS! This means most Argos (and Dominion, for all that matters) troops will be busy fighting in the desert lands.
2nd: Remember Lucrecio was secretly supporting the Empire? Well, being officially neutral, it's only natural that it won't allow troops to traverse it's territory. This will mean troops (from Dominion and Argos) will have to be transported by ships from the Dominion to Bellafonte. Not only it takes longer and is logistically more troublesome...but it also means that some pirates (undercover Lucrecio ships) might attack the ships carrying the troops creating even more difficulties...
3rd: Within the years of war several crisis are bound to erupt in The Episcopal States. Ophiel, Agatha and a generic Yehudah are all names that will most likely bring BIG trouble. Of course Inquisition will take care of most stuff...but should Inquisition even fail to block one of the threats, The Episcopal States will find themselves in so much trouble that they'll probably have to face too much all at the same time.
As for the Inquisition, it's got too much "work" to do all around the world, so I don't believe it will be able to provide more than a minor support to Les Jaeger.
Lands of Al-Enneth won't help anyone, being involved in an all-out war against Argos...nor would they anyway. Empire is their traditional enemy and now it's ruled by a woman it's even more despicable on their opinion. On the other hand, Azur Alliance is clearly on the side of the Episcopal States, their absolute enemies. Besides, I don't believe any of those states should be confortable with the Alliance invading nearby territories (Kashmir and Baho). As a matter of fact, due to their technological inferiority to The Episcopal States, the war won't even be easy for them. Their only resources will be giving in to supernatural forces, meaning Kushistan will most probably fall under the control of Ikram Ab Iblis, The Dark Sultan, being his powers their best bet in the war. Of course, Stygian Pharaoh won't like it, meaning the alliance won't be as strong as it seems (Stygia and Kushistan already have their issues, by the way), but they'll somehow keep fighting. The Dark Sultan will be a big bad problem to deal with once the war with Argos is settled, by the way and not just for them. Anyway, somehow, their fighting with The Episcopal States will go to the Empire's advantage (although not willingly), which is until the Dark Sultan decides that Lucrecio is on his way. Once this happens, Lucanor will be forced to use his forces to protect HIS border, hence providing less help to the Empire. At this point, it's also likely that Lucanor will try to negotiate with the Pharaoh to take down the Dark Sultan. It won't prove an easy feat of course and will require a big expense of resources, but if achieved, the Pharaoh will at this point be the only leader of the Al-Enneth coalition and since Stygian are a bit less fanatical than Kushistanian, it will be possible to make some non-aggression treaty between the Empire/Lucrecio faction and them. It's convenient to both sides and since the "power-mad" sultan is gone, the Pharaoh will concentrate on its REAL enemy.
Nanwe is definitely not going to participate in the war. Why should it, anyway?!
I believe most of the New Continent will keep itself form intervening. Most of those nations is simply asking to be left to its own problems. If Elisabetta shows she's trustworthy it's possible that Arabal's ruling powers will reconsider their position toward her or they might be allured to support the Azur Alliance. On the other hand, Lord of War Mihjail Mashen'ka will probably convince his brother to give full support to the Empire, although it's possible that Misha will in return ask Elisabetta to accept Manterra's independance, something she will probably have no issues with, as long as the alliance between it and the Empire is confirmed. This could be a big turn in the war, since the power of a Lord of War may really turn the tides of war.
That's how I see the war. What do you think?
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ElricOfMelnibone got a reaction from SSB_Shadow in Typical Fantasy Races...
Basically, most fantasy races aren't there...full stop.
Actually Anima is a J-Fantasy word. For reasons unknown, Japanese semm to like quite a lot Elves, Cat-folks (not really common in occidental Fantasy, actually), Angels (see the Ebudan...), but NOT the dwarves...If you played a few JRPG, you shall confirm that dwarven presence is usually extremely limited (perhaps the complete and absolute diversity between the dwarven phenotype and the "mongolian" one make such creatures distasteful for most japanese out there).
Anyway, I put dwarves in my campaign (calling them dvergr as is in Old Norse), justifying their very little presence with the fact that they decided to remain hidden for a very long time ensuring at the same time that all and any documentation on their existence would be destroyed.
I already made a post with their stats. If you make a search through the forum inserting the world "dvergr" you should find it easily enough.
As for Orks and Trolls I haven't still found use for them in my campaign, but recently I have designed rules for Drakonic characrers,called Fafnr (the name of the Dragon killed by Sigfried) and an Insectoid one called Aa Chiinche (Maya word for "Insect"). Perhaps I'm gonna post rules for them later...
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ElricOfMelnibone got a reaction from Lanathay in New Sub Paths
Here are my new subpaths. As for Subpath allowance I allow lower paths (like air or fire) to take 2 subpaths by renouncing to free access spells AND I modified subpath allowance quite a bit, as indicated by following table:
LIGHT: Letters, Music, Nobility, Peace, Knowledge, Dreams, Time, Divination, Plant.
DARKNESS: Chaos, War, Death, Nobility, Sin, Dreams, Time, Shadow, Void, Plant.
CREATION: Chaos, Letters, Music, Peace, Knowledge, Blood, Time, Balance, Law.
DESTRUCTION: Chaos, War, Death, Sin, Blood, Time, Void, Balance, Law.
AIR: Chaos, Letters, Music, Nobility, Shadow, Void, Animal, Balance, Divination, Plant.
WATER: Letters, Nobility, Peace, Blood, Void, Animal, Divination, Guard, Plant, Protection.
FIRE: War, Death, Sin, Knowledge, Blood, Dreams, Shadow, Animal, Divination, Guardian.
EARTH: War, Death, Peace, Time, Animal, Balance, Guardian, Law, Plant, Protection.
ESSENCE: Music, Peace, Knowledge, Blood, Dreams, Animal, Balance, Guardian, Plant, Protection.
ILLUSION: Chaos, Letters, Music, Nobility, Sin, Dreams, Shadow, Guardian, Law, Protection.
NECROMANCY: War, Death, Sin, Knowledge, Shadow, Void, Divination, Law, Protection.
Following are the Subpaths.
ANIMAL
Animal Friendship
Level 4
Action: Active
Type: Effect
The caster gains a bonus to Animals, Leadership, Persuasion, and Style secondary abilities while relating to Animals, according to the Casting Level.
Casting Level Base Intermediate Advanced Arcane
Zeon 40 80 150 200
Req. Intelligence 5 8 10 12
Base: +40
Intermediate: +80
Advanced: +120/Grants the same bonuses as if having Animal Empathy.
Arcane: +140/As Advanced, but grants the same bonuses of a Charm advantage while dealing with Animals.
Maintenance: 5 / 10 / 15 /15 Daily
Speak With Animals
Level 14
Action: Active
Type: Effect
The caster or a target recipient becomes capable of direct communication with animals from certain groups depending on the Casting Level.
Casting Level Base Intermediate Advanced Arcane
Zeon 60 100 180 220
Req. Intelligence 5 8 11 13
Base: Affects animals from the same group as the Caster (mammals for most humanoids).
Intermediate: As Base, but affects two groups closely related to that of the Caster (birds and reptiles for most humanoids).
Advanced: As Intermediate, but affects all groups closely related to that of the Caster (vertebrates for most humanoids).
Arcane: As Advanced, but affects all animal species.
Maintenance: 5 / 10 / 15 / 20 Daily.
Weapons of The Beast
Level 24
Action: Active
Type: Effect
The caster turns his/her hands into a pair of Natural Weapons which he/she can use as if proficient with them (using his/her Magic Projection instead of Attack/Defence values). The base characteristics of these weapons is based on the user’s Size.
Casting Level Base Intermediate Advanced Arcane
Zeon 80 160 240 320
Req. Intelligence 6 9 12 15
Base: Described abilities.
Intermediate: As base, but the character gains 50DPs to spend on creature powers applied to his/her Natural Weapons, with a maximum Gnosis Value of 0.
Advanced: As Intermediate, but the character gains 100DPs, the maximum Gnosis Value is 5, and the character is considered Ambidextrous.
Arcane: As Advanced, but the character gains 150DPs, the maximum Gnosis Value is 10, and the character gains a third Natural Weapon (a fanged maw) that can be used in addition to his/her attacks suffering only a -10Attack penalty as per an additional weapon attack benefitting from Ambidexterity.
Maintenance: 10 / 15 / 20 /25.
Hold Animal
Level 34
Action: Active
Type: Spiritual
This spell can target any natural animal, including humanoids. The target must pass a MR check against a difficulty indicated by the Casting Level. Targets that fail the MR check by less than 10 points become subject to Minor Paralysis for a number of turns equal to the failure level. Targets that fail the check by more than 10 but less than 40 become subject to Partial Paralysis for a number of turns equal to the failure level. Targets that fail the check by more than 40 become subject to Total Paralysis for a number of turns equal to the failure level.
Casting Level Base Intermediate Advanced Arcane
Zeon 100 170 240 300
Req. Intelligence 6 9 12 15
Base: MR120.
Intermediate: MR160.
Advanced: MR180.
Arcane: MR200.
Maintenance: No.
Animal Growth
Level 44
Action: Active
Type: Automatic
This spell affects the size of all non-humanoid natural animals within a certain distance of the user and can be used to either increase or decrease their size by an amount determined by the casting level. The caster must decide whether the spell increases or decreases the size at the moment he/she casts the spell and the same effect will affect all targets. Unwilling targets can take a MR check to avoid the effects of this spell.
Casting Level Base Intermediate Advanced Arcane
Zeon 120 200 280 360
Req. Intelligence 7 10 13 16
Base: 5m Area / 2XSize / MR120.
Intermediate: 10m Area / 10XSize / MR140.
Advanced: 25m Area / 50XSize / MR160.
Arcane: 50m Area / 100XSize / MR180.
Maintenance: 15 / 25 / 35 / 45.
Insect Plague
Level 54
Action: Active
Type: Attack
This spell projects a cloud of insects that stings and bites all targets in the affected area. This attack ignores targets AT. Targets damaged by this Attack must also pass a VR check or suffer additional Damage equal to half their failure level. During following turns the area of effect can be maintained stationary on the point it was originally cast. Targets within it will automatically suffer an Attack with a Final Attack Value as indicated by the Casting Level, suffering all consequences of the attack if damaged.
Casting Level Base Intermediate Advanced Arcane
Zeon 100 160 220 280
Req. Intelligence 6 10 13 16
Base: 5m Area / Damage10 / Attack140/ VR100.
Intermediate: 10m Area / Damage20 / Attack180 / VR120.
Advanced: 25m Area / Damage30 / Attack240 / VR140.
Arcane: 50m Area / Damage40 / Attack280 / VR160.
Maintenance: 15 / 20 / 25 / 30.
Animal Shapeshift
Level 64
Action: Active
Type: Effect
This spell allows the caster to turn into any natural animal with Level and Gnosis Limits indicated by the casting Level. The character retains all animic characteristics abilities and bonuses from any magic item possessed (which is shapeshifted with the character), but acquires all physical characteristics, full Life Points, powers and abilities of the imitated natural being. While being in animal shape, the character cannot cast spells, but can maintain any previously cast spell. When turning back to his/her original shape (unless the spell is interrupted by external forces), the character is healed by 20% of his total Life Points.
Casting Level Base Intermediate Advanced Arcane
Zeon 120 200 280 360
Req. Intelligence 7 10 13 16
Base: Level3 / Gnosis0.
Intermediate: Level6 / Gnosis5.
Advanced: Level9 / Gnosis10.
Arcane: Level12 / Gnosis20.
Maintenance: 20 / 20 / 25 / 25.
Conjure Animals
Level 74
Action: Active
Type: Automatic
By use of this spell the user instantly summons a certain number of natural animals which must be within the spell’s range. Such animals will have a telepathic link with the caster and follow his/her orders, unless such orders bring them to make actions contrary to their nature, in which case the animals will be entitled a MR check to resist the effects. The animals automatically return to their original place (even if dead) after a certain number of turns has past. The number of animals and maximum level of these is determined by the Casting Level.
Casting Level Base Intermediate Advanced Arcane
Zeon 200 300 400 500
Req. Intelligence 7 11 16 18
Base: 1km range / MR120 / 5 Animals / Level 2 / 3 Turns.
Intermediate: 5km range / MR160 / 15 Animals / Level 3 / 5 Turns.
Advanced: 10km range / MR200 / 25 Animals / Level 5 / 7 Turns.
Arcane: 50km range / MR240 / 50 Animals / Level 7 / 10 Turns.
Maintenance: No.
Anti-Animal Shell
Level 84
Action: Passive
Type: Effect
This spell creates a moving barrier that shields the caster against physical attacks from all animal natural beings. Any such beings successfully damaging the user must pass a MR check against a difficulty set by the spell or have their attack completely nullified by the barrier and the caster won’t be considered put at the defensive by the attack.
Casting Level Base Intermediate Advanced Arcane
Zeon 100 200 300 400
Req. Intelligence 8 11 14 17
Base: MR140.
Intermediate: MR170.
Advanced: MR200.
Arcane: MR240 / Affects Being Between Worlds that have an animal component to them as well.
Maintenance: 40 / 45 / 50 / 60 Daily.
Call Hunt
Level 94
Action: Active
Type: Effect
The user summons The Wild Hunt upon his/her enemies. In order to cast this spell, the user must spend an entire night performing the ritual, after which The Wild Hunt begins and will only stop after either The Master of The Hunt is killed or all enemies are destroyed. The Wild Hunt summons all Natural Animals within a certain range, that will gather as fast as possible around the caster, which becomes the Master of The Hunt, being granted additional Gnosis and levels as long as The Wild Hunt is active. All gathering animals are subject to the will of the Master of The Hunt. Animals within the range will keep coming as long as The Wild Hunt is active. While driven by the Wild Hunt, both the Master and the affected animals will be considered as affected from Physical Exemption and complete Psychological Immunity, except they can still spend Fatigue Points and are affected from a state of Fury.
Casting Level Base Intermediate Advanced Arcane
Zeon 150 300 450 600
Req. Intelligence 12 14 16 18
Base: 1km Range / Master’s Gnosis 25
Intermediate: 10km Range / Master’s Gnosis 30 / Master’s Level+1
Advanced: 50km Range / Master’s Gnosis 35 / Master’s Level+1
Arcane: 100km Range / Master’s Gnosis 40 / Master’s Level+2
Maintenance: No.
BALANCE
Sense Balance
Level 4
Action: Passive
Type: Effect
The caster can feel whenever something or someone is extremely unbalanced toward a particular side of the existence and/or feeling, although the spell itself does not give any exact information about toward what it’s unbalanced.
Casting Level Base Intermediate Advanced Arcane
Zeon 20 50 70 100
Req. Intelligence 4 7 9 11
Base: 10m Area.
Intermediate: 20m Area.
Advanced: 50m Area/The character can determine which aspect of reality is affected by the unbalance.
Arcane: 100m Area/The character gains exact knowledge of what other beings are unbalanced toward.
Maintenance: 5 / 5 / 10 /15 Daily
Reasonability
Level 14
Action: Active
Type: Effect
Whenever trying to restore balance in a determined situation, the recipient of this spell gains a bonus to his/her Persuasion ability checks.
Casting Level Base Intermediate Advanced Arcane
Zeon 60 100 180 220
Req. Intelligence 5 8 11 12
Base: +50Persuasion.
Intermediate: +100Persuasion.
Advanced: +150Persuasion/The character is automatically considered as having a base of 10, unless already having a higher base.
Arcane: +200Persuasion/The character is considered as benefitting from either the Charm or Disquieting advantage at his/her choice.
Maintenance: 5 / 10 / 15 / 15 Daily.
Absolute Balance
Level 24
Action: Active
Type: Effect
The physical balance of the recipient of this spell becomes extremely high, granting it an agility or dexterity bonus for all characteristic checks required to resist take down, throw, trap, and disarm manoeuvres.
Casting Level Base Intermediate Advanced Arcane
Zeon 80 140 220 280
Req. Intelligence 6 8 12 14
Base: +2Agi/Dex.
Intermediate: +4Agi/Dex.
Advanced: +6Agi/Dex.
Arcane: +8Agi/Dex.
Maintenance: 10 / 10 / 15 /20 Daily.
Break Balance
Level 34
Action: Active
Type: Spiritual
The target of this spell loses the sense of balance and hence suffers several penalties to movement related abilities for a number of turns equal to the Failure Level against the MR check. If Movement is reduced below 0, each additional Movement reduction causes a -10All Action Penalty.
Casting Level Base Intermediate Advanced Arcane
Zeon 150 220 280 350
Req. Intelligence 6 9 12 15
Base: MR120/-1Movement/-10Initiative.
Intermediate: MR160/-2Movement/-20Initiative/-2Agi/Dex Checks to resist Throw, Trap, Take Down and Disarm Manoeuvres.
Advanced: MR180/-3Movement/-30Initiative/-3Agi/Dex Checks to resist Throw, Trap, Take Down and Disarm Manoeuvres.
Arcane: MR200/As Advanced, but target is automatically taken down.
Maintenance: No.
Spiritual Balance
Level 44
Action: Active
Type: Effect
The caster becomes capable of incredible meditation feats, thanks to his complete spiritual balance, greatly improving the effects of meditation on Ki and Zeon recovery.
Casting Level Base Intermediate Advanced Arcane
Zeon 100 120 140 160
Req. Intelligence 7 19 11 13
Base: 2XMeditation Effects.
Intermediate: 3XMeditation Effects.
Advanced: 4XMeditation Effects/The character doubles Free Psychic Points Regeneration while Meditating.
Arcane: As Advanced but the character doubles Fatigue Points Regeneration while Meditating.
Maintenance: 15 / 15 / 20 / 25 Daily.
Break Spiritual Balance
Level 54
Action: Active
Type: Spiritual
By interfering with target’s spiritual balance, this spell hampers access to mental energies for a number of hours equal to the Failure Level against the MR check.
Casting Level Base Intermediate Advanced Arcane
Zeon 150 220 290 360
Req. Intelligence 6 10 13 16
Base: MR140/Target becomes unable to meditate.
Intermediate: MR180/As Base, but target halves Ki, Free Psychic Points, Fatigue Points and Zeon Regeneration.
Advanced: MR220/As Intermediate, but target becomes unable to regenerate Ki, Free Psychic Points, Fatigue Points, and Zeon.
Arcane: MR260/As Advanced, but target suffers a penalty of -10MA, -10Psychic Potential, and -1Ki Accumulation for each 10 full points of Failure Level for the duration of the spell effects.
Maintenance: No.
Balance Fight
Level 64
Action: Active
Type: Effect
This spell is kind of tricky since it will affect any struggle surrounding the caster, granting listed bonuses to the faction which is at a disadvantage. Depending on the flow of battle, though, the spell may switch its recipients always granting its bonuses to the weakest side.
Casting Level Base Intermediate Advanced Arcane
Zeon 100 180 240 300
Req. Intelligence 7 10 13 16
Base: +10All Action Bonus/+10Initiative/+10All Resistances/+1AT/10m Area.
Intermediate: +15All Action Bonus/+15Initiative/+15All Resistances/+2AT/25m Area.
Advanced: +20All Action Bonus/+20Initiative/+20All Resistances/+3AT/50m Area.
Arcane: +30All Action Bonus/+30Initiative/+30All Resistances/+4AT/100m Area.
Maintenance: 10 / 15 / 20 / 25.
Shield of Balance
Level 74
Action: Passive
Type: Defense
This spell generates a Supernatural Shield that reflects against offenders all successfully blocked attacks with a final attack value equal to that scored by the attacker plus the Counterattack bonus achieved. While using this shield, the user cannot counterattack of his own. The shield won’t reflect anyone attack that breaks it.
Casting Level Base Intermediate Advanced Arcane
Zeon 200 250 350 450
Req. Intelligence 8 12 16 18
Base: 1000Resistance Points.
Intermediate: 2000Resistance Points/+10Counterattack.
Advanced: 3000Resistance Points/+25Counterattack.
Arcane: 4000Resistance Points/+50Counterattack.
Maintenance: 15 / 25 / 35 / 50.
Retribution of Balance
Level 84
Action: Active
Type: Automatic
Whenever this spell is cast, all individuals within a certain distance from the caster must pass the MR check or suffer a Life Points loss equal to any Life Points missing from the caster’s maximum as well as becoming affect from any altered state the caster is affected from. The altered states will endure as long as the caster himself is affected from them, unless otherwise dispelled.
Casting Level Base Intermediate Advanced Arcane
Zeon 200 300 400 500
Req. Intelligence 10 13 15 18
Base: MR140 / 10m Area.
Intermediate: MR160 / 25m Area.
Advanced: MR180 / 50m Area.
Arcane: MR200 / 100m Area.
Maintenance: No.
Erase Divine Unbalance
Level 94
Action: Active
Type: Effect
For as long as this spell is maintained the caster is surrounded by an invisible aura that leverages divine influence on the world. Individuals within the area of influence have any of their Elan automatically reduced to the value possessed by the individuals within the same area with lowest Elan (0 most times) for as long as they remain within the area of effect. No Resistance check is allowed against this spell.
Casting Level Base Intermediate Advanced Arcane
Zeon 250 400 650 900
Req. Intelligence 12 14 16 18
Base: 50m Area.
Intermediate: 250m Area.
Advanced: 1km Area.
Arcane: 10km Area.
Maintenance: 40 / 80 / 120 / 150.
DIVINATION
Clairvoyance Sphere
Level 4
Action: Active
Type: Effect
This spell creates a crystal sphere of indicated diameter placed on a suitable support. While used to cast any other Spell from the Divination Subpath, the Crystal Sphere halves its Zeon cost, as long as the Casting Level of the spell does not exceed that of the Clairvoyance Sphere. The caster can have as many Clairvoyance Speres as desired, which can only be used by him.
Casting Level Base Intermediate Advanced Arcane
Zeon 30 80 100 120
Req. Intelligence 5 8 10 12
Base: 10cm Diameter. Affects Spells cast at Base Casting Level.
Intermediate: 20cm Diameter. Affects Spells cast at Intermediate Casting Level.
Advanced: 30cm Diameter. Affects Spells cast at Advanced Casting Level.
Arcane: 40cm Diameter. Affects Spells cast at Arcane Casting Level.
Maintenance: 5 / 10 / 10 / 15 Daily.
Detect Light and Darkness
Level 14
Action: Active
Type: Detection
By use of this detection, the user can detect any Light and/or Darkness aligned individual, object, or place within the area of effect, indicating whether the targets are aligned with Light or Darkness. Individuals willing to resist can do so by passing the MR check each 5 turns they remain in the area of effect.
Casting Level Base Intermediate Advanced Arcane
Zeon 40 80 120 160
Req. Intelligence 5 8 10 12
Base: MR100/25m Area.
Intermediate: MR140/100m Area.
Advanced: MR180/250m Area.
Arcane: MR240/1km Area.
Maintenance: 5 / 10 / 15 / 15
Finding Traps
Level 24
Action: Active
Type: Effect
This spell grants its recipient the ability to check for finding traps using a given base value of Trap Lore or, if the recipient’s base is already higher, a bonus to the Trap Lore secondary ability.
Casting Level Base Intermediate Advanced Arcane
Zeon 100 150 180 220
Req. Intelligence 5 8 11 13
Base: Trap Lore140 or +40Trap Lore.
Intermediate: Trap Lore180 or +80Trap Lore.
Advanced: Trap Lore240 or +120Trap Lore.
Arcane: Trap Lore280 or +160Trap Lore.
Maintenance: 10 / 15 / 15 / 20 Daily.
Locate Object
Level 34
Action: Active
Type: Detection
This spell can pin-point the current location of anyone inanimate object the caster is familiar with and that fails the MR check, as long as the object is within the maximum distance of this spell.
Casting Level Base Intermediate Advanced Arcane
Zeon 80 160 240 320
Req. Intelligence 6 9 12 15
Base: MR120 / Distance 1km.
Intermediate: MR160 / Distance 5km.
Advanced: MR200 / Distance 10km / Can locate an object the caster is not familiar with, as long as the caster knows its name and has seen a picture of it.
Arcane: MR240 / Distance 50km / As Advanced, but a description of the object is sufficient instead of a picture.
Maintenance: No.
Locate Person
Level 44
Action: Detection
Type: Automatic
This spell can pin-point the current location of anyone living being the caster is familiar with and that fails the MR check, as long as the target is within the maximum distance of this spell.
Casting Level Base Intermediate Advanced Arcane
Zeon 100 200 280 350
Req. Intelligence 6 9 12 15
Base: MR120 / Distance 1km.
Intermediate: MR160 / Distance 5km.
Advanced: MR200 / Distance 10km / Can locate a being the caster is not familiar with, as long as the caster knows its name and has seen a picture of it.
Arcane: MR240 / Distance 50km / As Advanced, but a description of the being is sufficient instead of a picture.
Maintenance: No.
Follow Path
Level 54
Action: Active
Type: Effect
This spell allows the recipient to follow the trail of anyone specific individual by granting a final Track ability roll as indicated by the casting level. A recipient can be simultaneously affected by any number of Follow Path spells, as long as each has a different target individual.
Casting Level Base Intermediate Advanced Arcane
Zeon 120 240 360 480
Req. Intelligence 6 10 13 16
Base: Track240.
Intermediate: Track280.
Advanced: Track320.
Arcane: Track440.
Maintenance: 10 / 20 / 30 / 40 Daily.
Detect Menaces
Level 64
Action: Active
Type: Detection
This spell detects all potential dangers for the caster within the area of effect, including all and any hostile creature that does not pass the MR check to resist the detection.
Casting Level Base Intermediate Advanced Arcane
Zeon 120 240 280 360
Req. Intelligence 7 10 13 16
Base: MR140 / 100m Area.
Intermediate: MR180 / 1km Area.
Advanced: MR200 / 10km Area.
Arcane: MR240 / 50km Area.
Maintenance: 20 / 25 / 30 / 40.
Omniscient Eye
Level 74
Action: Active
Type: Automatic
By use of this spell the recipient eyes become able to see all that’s invisible, being actually granted the equivalent of Complete Night Vision and See Supernatural Creature Powers.
Casting Level Base Intermediate Advanced Arcane
Zeon 150 250 350 400
Req. Intelligence 7 11 16 18
Base: Described Abilities.
Intermediate: As Base but the character is also granted a bonus of +100MR against Illusions or other perception altering spells.
Advanced: As Intermediate, but the user can see through other solid bodies at will.
Arcane: As Advanced, but the user is also granted the Gnostic Vision Creature Power.
Maintenance: 15 / 20 / 25 / 30 Daily.
Seek
Level 84
Action: Active
Type: Effect
In order to use this spell the caster must face a reflecting surface (or his Clairvoyance Sphere) and ask it to reveal the whereabouts of a specific place, object, or being, literally showing it on the surface or in the middle of the sphere. The sight can be moved at a rate of flying movement 14 for as long as the spell is maintained. The limits of that which can be shown by the sphere as well as its maximum distance from the caster vary depending on the Casting Level. If the target of the Mirror Sight is a sentient being, it can resist the effect by passing the indicated MR check.
Casting Level Base Intermediate Advanced Arcane
Zeon 150 300 450 600
Req. Intelligence 8 11 14 17
Base: 10km Distance / The caster can only see a place he has already visited personally or an object or creature he has personally known / MR160.
Intermediate: 100km Distance / The caster can see a place already visited or an object or creature known by someone else who is with him at the time the spell is cast / MR190.
Advanced: Anywhere on Gaia / The caster can see anything which has been described to him and he knows the name of / MR220.
Arcane: Anywhere on any Existential Plane / The caster can seek for anything about which he has even vague information, although the results of the search may be misleading in this case and vision may switch between different objects matching the caster’s idea of what he’s trying to find / MR250.
Maintenance: 15 / 30 / 40 / 60.
Fix Information
Level 94
Action: Passive
Type: Effect
By using Fix Information, the caster can stop paying the maintenance cost of anyone spell from this Sphere, except for Clairvoyance Sphere, as long as the sphere was cast using an adequate Clairvoyance Sphere. In order to work, Fix Information must be cast at the same time the spell it has to affect is cast. Whenever the caster holds the right Clairvoyance Sphere in his hands, he will be considered as using the fixed spell for as long as desired, as far as the Clairvoyance Sphere is not broken or dispelled.
Casting Level Base Intermediate Advanced Arcane
Zeon 200 400 600 800
Req. Intelligence 12 14 16 18
Base: Affects spells cast at Base Casting Level.
Intermediate: Affects spells cast at Intermediate Casting Level.
Advanced: Affects spells cast at Advanced Casting Level.
Arcane: Affects spells cast at Arcane Casting Level.
Maintenance: No.
GUARDIAN
Iron Vigil
Level 4
Action: Active
Type: Effect
This spell grants the recipient incredible resistance to hardship, as well as enhanced senses as described at each casting level.
Casting Level Base Intermediate Advanced Arcane
Zeon 30 80 100 120
Req. Intelligence 5 7 9 11
Base: The recipient is granted the Use of Necessary Energy ki ability.
Intermediate: As Base, but the user halves Defence penalties from Flank and Rear Attacks.
Advanced: As Intermediate, but the user has complete Radial Sight and halves Defence penalties from Surprise Attacks.
Arcane: As Advanced, but the user ignores Defence penalties from Surprise Attacks.
Maintenance: 5 / 10 / 15 / 20 Daily.
Sentinel
Level 14
Action: Active
Type: Effect
The recipient of this spell becomes extremely sensitive toward its surrounding, being granted a bonus to the Notice Secondary Ability.
Casting Level Base Intermediate Advanced Arcane
Zeon 40 80 130 220
Req. Intelligence 5 8 10 12
Base: +50Notice.
Intermediate: +100Notice.
Advanced: +150Notice.
Arcane: +200Notice/The character is considered as if benefitting from the Danger Sense advantage.
Maintenance: 5 / 10 / 15 / 25 Daily.
Lesser Magic Trap
Level 24
Action: Active
Type: Effect
This spell allows the caster to place Magic Traps which remain in place as long as the spell is maintained. The type, Level, and number of traps which can be created by a single casting of this spell vary according to the Casting Level. Traps that cause altered states upon hitting the target have the target pass an MR check against a Difficulty that is equal to the VR difficulty of a Poison of the Same Level as the Trap employed.
Casting Level Base Intermediate Advanced Arcane
Zeon 100 200 300 400
Req. Intelligence 5 8 11 13
Base: 1XTrap / Trap Level30 / Damage, Trap.
Intermediate: 2XTrap / Trap Level40 / As Base.
Advanced: 3XTrap / Trap Level50 / As Intermediate, plus Minor Paralysis, Muteness, Deafness, Wrath.
Arcane: 4XTrap / Trap Level60 / As Advanced, plus Partial Paralysis, Partial Blindness, Pain.
Maintenance: 10 / 20 / 30 / 40 Daily.
Banish
Level 34
Action: Active
Type: Spiritual
This spell only affects being between worlds that the caster could normally affect with Summoning Abilities. Targets within the area of effect that don’t pass the MR check are automatically banished as if on a successful Banish check. Restriction for Gnosis apply as normal.
Casting Level Base Intermediate Advanced Arcane
Zeon 120 180 240 300
Req. Intelligence 6 9 12 15
Base: MR160 / Single Target.
Intermediate: MR200 / 5m Area.
Advanced: MR240 / 10m Area.
Arcane: MR280 / 25m Area.
Maintenance: No.
Forbid
Level 44
Action: Active
Type: Automatic
This spell allows the user to create an area where entrance is forbidden for all but those chosen by the caster himself and those who pass the MR check. Beings that are already inside the area are free to move within it.
Casting Level Base Intermediate Advanced Arcane
Zeon 150 200 250 300
Req. Intelligence 6 9 12 15
Base: MR120 / 25m Area.
Intermediate: MR140 / 100m Area.
Advanced: MR160 / 250m Area.
Arcane: MR180 / 500m Area.
Maintenance: 20 / 25 / 30 / 35 Daily.
Guardian Statues
Level 54
Action: Active
Type: Effect
This spell can enchant one or more existing statues to guard a certain place. Guardian Statues are creatures which level is determined by the Casting Level of the spell, following the same restriction as for the Create Creature Spell from Creation Path, although they will remain completely immobile until a condition specified by the caster triggers their awakening. Once awoken, the Guardian Statues will attack anyone on sight but their caster, unless he tells them to return to their position. Guardian Statues cannot move more than 25m from their original position and as long as they are not awaken, only a Magic Appraisal check of Impossible can spot them as magically enchanted. The maximum number and Level of human sized Guardian Statues that can be enchanted with this spell depend on the Casting Level. Large to Enormous statues count as 2 statues each, while Giant to Colossal statues each count as three.
Casting Level Base Intermediate Advanced Arcane
Zeon 200 300 400 500
Req. Intelligence 6 10 13 16
Base: 1XGuardian Statue / Level 0.
Intermediate: 2XGuardian Statue / Level 2.
Advanced: 3XGuardian Statue / Level 4.
Arcane: 4XGuardian Statue / Level 6.
Maintenance: 20 / 30 / 40 / 50 Daily.
Greater Magic Trap
Level 64
Action: Active
Type: Effect
This spell works exactly as Lesser Magic Trap, but with enhanced effects.
Casting Level Base Intermediate Advanced Arcane
Zeon 200 400 600 800
Req. Intelligence 9 12 15 18
Base: 2XTrap / Trap Level70 / Damage, Trap, Any Effect but Total Blindness, Terror, Total Paralysis, Hallucinations, Unconsciousness, Death.
Intermediate: 4XTrap / Trap Level80 / As Base plus Total Blindness.
Advanced: 6XTrap / Trap Level90 / As Intermediate plus Terror and Total Paralysis.
Arcane: 8XTrap / Trap Level100 / As Advanced plus Hallucinations and Unconsciousness.
Maintenance: 20 / 40 / 60 / 80 Daily.
Blade Barrier
Level 74
Action: Active
Type: Effect
By use of this spell the caster is surrounded by a globe of swirling blades that attack when the spell is cast as well as at the beginning of each following turn its maintained all individuals within 1m of him, with a Final Predetermined Attack value and a Base Damage that depend on Casting Level. Blade Barriers attack on Cut AT, but are considered as capable of damaging Energy.
Casting Level Base Intermediate Advanced Arcane
Zeon 150 270 400 550
Req. Intelligence 9 12 15 18
Base: Final Attack240 / Base Damage 150.
Intermediate: Final Attack280 / Base Damage 200.
Advanced: Final Attack320 / Base Damage 250.
Arcane: Final Attack440 / Base Damage 300.
Maintenance: 20 / 30 / 40 / 50.
Abjure
Level 84
Action: Active
Type: Spiritual
This spells works much like the Banish spell, but it can affect beings with Gnosis 40 as well.
Casting Level Base Intermediate Advanced Arcane
Zeon 300 450 600 750
Req. Intelligence 10 13 16 19
Base: MR160.
Intermediate: MR200.
Advanced: MR240.
Arcane: MR280 / Can affect beings with Gnosis 45.
Maintenance: No.
Bastion
Level 94
Action: Passive
Type: Effect
Bastion allows its caster to create an extremely guarded and well-defended area, combining the effects of lower levels Guardian Spells in a single magnificent spell. In order to create a Bastion, the caster must cast it along with Forbid on a chosen area at the same casting level and must maintain the Bastion spell for as long as he maintains the Forbid spell. The MR check difficulty to bypass Forbid is increased by +40 and it will have the effects of an Abjure spell on any Being Between Worlds trying to enter the Bastion area. Casting of Guardian Statues within the Bastion Area will allow enchantment of 2 additional statues, granting them 2 additional Creature Levels, ignoring normal Level limitations for creating creatures with magic. Casting of Magic Traps within the Bastion Area will generate 2 additional Magic Traps and add +50 to their Attack value. Maintenance of Guardian Statues and Magic Traps within the Bastion Area is free of cost as long as the Forbid and Bastion spells are maintained. Guardian Statue, Lesser Magic Traps and Greater Magic Traps cannot be cast within a Bastion area at a Casting Level higher than that of the Bastion spell. A caster cannot have more than a single Bastion spell maintained at a time.
Casting Level Base Intermediate Advanced Arcane
Zeon 250 500 750 1000
Req. Intelligence 12 15 18 20
Base: Affects Forbid cast at Base Casting Level.
Intermediate: Affects Forbid cast at Intermediate Casting Level.
Advanced: Affects Forbid cast at Advanced Casting Level.
Arcane: Affects Forbid cast at Arcane Casting Level.
Maintenance: 30 / 60 / 90 / 120 Daily.
LAW
Strength of One
Level 4
Action: Active
Type: Effect
By using this spell the caster can confer to an entire group of individuals the Strength value of the strongest among the group. The group can be comprised of any number of individuals including the caster, up to the Presence indicated by the Casting Level.
Casting Level Base Intermediate Advanced Arcane
Zeon 40 80 120 160
Req. Intelligence 5 7 9 11
Base: Presence80.
Intermediate: Presence160.
Advanced: Presence240.
Arcane: Presence320.
Maintenance: 5 / 5 / 10 / 10.
Know Laws
Level 14
Action: Active
Type: Effect
The recipient of this spell gains deep knowledge of laws of anyone chosen country or community of the caster’s choice, which manifests in a bonus to all History checks related to laws pertaining the chosen social group.
Casting Level Base Intermediate Advanced Arcane
Zeon 50 100 150 200
Req. Intelligence 5 8 10 12
Base: +75History.
Intermediate: +150History.
Advanced: +200History.
Arcane: +250History.
Maintenance: 5 / 10 / 15 / 15 Daily.
Command
Level 24
Action: Active
Type: Automatic
This spell allows the caster to give a single simple command to a creature with at least Intelligence3 and capable of understanding his language and hearing his voice. The target must pass the MR check if he wishes to deny the Command and gains a bonus of +40 to the check if the Command obliges him to make something completely against his nature. If the check is failed the target will not be allowed a second MR check until the command has been carried out.
Casting Level Base Intermediate Advanced Arcane
Zeon 100 150 200 250
Req. Intelligence 5 8 11 13
Base: MR120.
Intermediate: MR140.
Advanced: MR160.
Arcane: MR180.
Maintenance: No.
Compulsive Order
Level 34
Action: Active
Type: Automatic
Individuals within the area of effect of this spell when it’s cast that don’t pass the MR check become affected from a compulsive passion for order that obliges them to arrange things in perfect order, attack enemies in a completely rational order and act in the neatest way. This causes them an Initiative and All Action penalty of -5 per point of Intelligence below 20 (due to the time and effort required to perfectly order actions). Also, when obstructed from ordering their surrounding the affected individuals will turn violent. Affected individuals are allowed to repeat the MR check every day.
Casting Level Base Intermediate Advanced Arcane
Zeon 150 200 250 300
Req. Intelligence 6 9 12 15
Base: MR140 / 25m Area.
Intermediate: MR160 / 50m Area.
Advanced: MR200 / 100m Area.
Arcane: MR220 / 250m Area.
Maintenance: 15 / 20 / 25 / 30 Daily.
Erase Chance
Level 44
Action: Active
Type: Effect
This spell greatly reduces the effects of chance within a certain area, reducing both probabilities of scoring Open Rolls and Fumbles within it. Creatures with Gnosis 35 or higher are unaffected from the effects of this spell.
Casting Level Base Intermediate Advanced Arcane
Zeon 200 250 300 350
Req. Intelligence 6 9 12 15
Base: Spells, rules and other effects increasing chances of Fumble and Open Roll have no effect / 25m Area.
Intermediate: As Base but Fumble only on 1-2 and Open Roll only on 95+ / 100m Area.
Advanced: As Intermediate but Fumble only on 1 and Open Roll only on 100 / 250m Area / Affects beings with Gnosis 35 negating Influence Reality.
Arcane: No Fumble or Open Roll possible / 250m Area / As Advanced but affects beings with Gnosis 40 negating Auspice.
Maintenance: 20 / 25 / 30 / 35.
Defensive Harmony
Level 54
Action: Active
Type: Effect
This spell harmonizes the efforts of a group of creatures, making their defensive manoeuvres much more efficient. In order to use this spell the caster must select a number of other creatures within 25m to participate in the Defensive Harmony, which cannot surpass that indicated by the casting level. Selected creatures must all be participating in a same battle and cannot be more than 5m apart from each other in order to coordinate their movements. All selected creatures as well as the caster will benefit from a bonus to all Defence rolls of +10 for each creature participating in the spell beyond the caster, up to a maximum Defense bonus as indicated by the Casting Level.
Casting Level Base Intermediate Advanced Arcane
Zeon 180 260 340 420
Req. Intelligence 6 10 13 16
Base: Max +2Additional Creatures / Max +20Defense.
Intermediate: Max +5Additional Creatures / Max +40Defense.
Advanced: Max +10Additional Creatures / Max +60Defense.
Arcane: Max +20Additional Creatures / Max +100Defense.
Maintenance: 15 / 20 / 25 / 30.
Champion of Law
Level 64
Action: Active
Type: Effect
This spell can affect up to one individual per group of 5 individuals, turning it into a champion of Law. Not only will this individual be granted several bonuses thanks to his Champion of Law status, but he will also stop rolling dice, considering each of his die roll as having scored a result as indicated by the spell Casting Level. Also, a Champion of Law is granted for the duration of the spell Physical Exemption.
Casting Level Base Intermediate Advanced Arcane
Zeon 140 180 240 350
Req. Intelligence 8 10 13 17
Base: +10All Action / +10Base Damage / +1AT / +10All Resistances / Dice Roll 50.
Intermediate: +15All Action / +15Base Damage / +1AT / +15All Resistances / Dice Roll 75.
Advanced: +20All Action / +20Base Damage / +2AT / +20All Resistances / Dice Roll 85.
Arcane: +30All Action / +30Base Damage / +3AT / +30All Resistances / Dice Roll 100.
Maintenance: 15 / 15 / 20 / 30.
Protection from Chaos
Level 74
Action: Active
Type: Effect
This spell protects the recipient from the effects of creatures, powers and places related to Chaos.
Casting Level Base Intermediate Advanced Arcane
Zeon 140 200 280 400
Req. Intelligence 10 12 14 16
Base: Protects from spells from Chaos sub-path.
Intermediate: As Base, but the character is also immune to the effects and attacks of creatures based on Chaos.
Advanced: The character is immune to all effects related to Chaos except for the Primordial Chaos.
Arcane: As Advanced, but the character is also capable of surviving in the midst of Primordial Chaos.
Maintenance: 15 / 20 / 30 / 40.
Rigid Thinking
Level 84
Action: Active
Type: Automatic
This spell affects all individuals that fail their MR within the area of effect at the time it’s cast as long as the spell is maintained. Affected individuals will keep repeating whatever action they are performing for as long as the spell is maintained, actually becoming unable to set their minds on anything else. They can actually change action if unable to keep performing the very same one, but their goal must remain the same until fulfilled. If affected creatures are not fighting and are attacked, they will automatically suffer from the Surprise penalty to their first Defence roll, as well as a variable penalty between -30 and -80, depending on their current action.
Casting Level Base Intermediate Advanced Arcane
Zeon 200 300 400 500
Req. Intelligence 11 13 15 17
Base: MR160 / 100m Area.
Intermediate: MR180 / 250m Area.
Advanced: MR200 / 500m Area.
Arcane: MR220 / 1km Area.
Maintenance: 20 / 30 / 40 / 50.
The Law
Level 94
Action: Active
Type: Automatic
When this spell is cast, the caster can state a single simple Law that no being within the area of effect can wishfully disobey by any mean as long as the spell is maintained. Beings can resist the spell by passing an MR check, but the check must be repeated each day regardless of whether its passed or failed. Beings with Gnosis 40 or higher are unaffected by The Law.
Casting Level Base Intermediate Advanced Arcane
Zeon 600 800 1000 1200
Req. Intelligence 12 15 18 20
Base: 1km Area / MR160.
Intermediate: 10km Area / MR200.
Advanced: 100km Area / MR220.
Arcane: All Gaia / MR240.
Maintenance: 60 / 80 / 100 / 120 Daily.
PLANT
Nectar
Level 4
Action: Active
Type: Effect
This spell allows the caster to hold and “milk” a flower for its nectar. The quantity and quality of nectar produced by a single flower will vary with the Casting Level.
Casting Level Base Intermediate Advanced Arcane
Zeon 50 80 100 130
Req. Intelligence 5 7 9 11
Base: 0.25L of Nectar / Is mildly alcoholic and has the flavour of the flower it’s taken from.
Intermediate: 0.5L of Nectar / It’s flavour is greatly improved and can be equalled to an extremely fine wine.
Advanced: 1L of Nectar / As Intermediate, but daily drinking of it for more than one week increases a character’s Regeneration by +1 for as long as it’s ingested daily.
Arcane: 2L of Nectar / As Advanced, but the nectar also works as a Level50 Generic Antidote.
Maintenance: No.
Woodsteel
Level 14
Action: Active
Type: Effect
This spell allows the caster to turn anyone object made of wood as strong as if made of steel (thus modifying its fortitude/breakage/damage barrier values). The maximum Presence as well as the Quality obtained depends on Casting Level.
Casting Level Base Intermediate Advanced Arcane
Zeon 50 80 120 160
Req. Intelligence 5 8 10 12
Base: Normal Steel (Quality+0) / Presence60.
Intermediate: Black Steel (Quality+5) / Presence100.
Advanced: White Steel (Quality+10) / Presence160.
Arcane: White Steel (Quality+10) / Presence220.
Maintenance: 5 / 5 / 10 / 10 Daily.
Magic Creeper
Level 24
Action: Active
Type: Effect
This spell creates a huge creep along a surface or structure that makes climbing it much easier. The creep is extremely robust and will withstand the weight of several men attempting to climb it. Once cast, the Magic Creep will remain in place until destroyed (it defends as a Damage Accumulation Being with indicated Life Points and AT) or the maintenance is interrupted.
Casting Level Base Intermediate Advanced Arcane
Zeon 150 250 350 450
Req. Intelligence 6 9 12 15
Base: 1m wide/ 10m height / Life Points 200 / AT1.
Intermediate: 10m wide / 100m height / Life Points 2000 / AT3.
Advanced: 100m wide / 1km height / Life Points 20000 / AT5 / Damage Barrier 50.
Arcane: 1km wide / 10km height / Life Points 200000 / AT8 / Damage Barrier 80 / the structure is so huge and solid it can form even without a surface or building as support.
Maintenance: 15 / 25 / 35 /45 Daily.
Good Berries
Level 34
Action: Active
Type: Effect
This spell enchants some berries to turn them into mystical food with healing properties. The character must have gathered enough edible berries on his own, since this spell does not create the berries themselves and the maximum number of berries which can be enchanted by a single casting of this spell is determined by the spell Casting Level. In order to benefit from the healing effect of berries an individual must ingest them (they only have effect on living being) at a rate no faster than one berry per turn (any additional berries ingested during a same turn are wasted). The Good Berries will maintain their properties until ingested, if the spell’s maintenance cost is paid.
Casting Level Base Intermediate Advanced Arcane
Zeon 120 180 220 280
Req. Intelligence 6 9 12 15
Base: Max5 Berries / Heal 10 Life Points.
Intermediate: Max10 Berries / Heal 20 Life Points.
Advanced: Max20 Berries / Heal 25Life Points.
Arcane: Max50 Berries / Heal 30Life Points.
Maintenance: 10 / 15 / 20 / 25 Daily.
Barkskin
Level 44
Action: Passive
Type: Effect
A typically defensive spell, Barkskin turns the skin of the caster into a very strong ligneous-like material that protects him against almost all kind of attacks, although it slightly impairs the user’s movement. The bearer of Barkskin instantly gains a AT value against all attacks but those based on Fire and Energy, but suffers a penalty of -1 to the Movement value.
Casting Level Base Intermediate Advanced Arcane
Zeon 100 120 140 160
Req. Intelligence 7 10 13 16
Base: AT3.
Intermediate: AT5.
Advanced: AT6 / Affects Energy as well.
Arcane: AT7 / As Advanced, +1Constitution.
Maintenance: 10 / 15 / 15 / 20.
Entangling Vines
Level 54
Action: Active
Type: Attack
This spell summons vines from the ground that erupt to trap all individuals in a certain area. This spell is considered as making a penalty-free impact Trap attack with indicated Strength, hence inflicting only half damage. Maintenance of this spell has effect on the affected area in two ways. Targets that are already trapped automatically suffer a crush attack from the vines. Targets that have not been trapped but are still in the area are automatically attacked at the beginning of the turn with indicated Final Attack value.
Casting Level Base Intermediate Advanced Arcane
Zeon 150 230 310 390
Req. Intelligence 6 10 13 16
Base: 5mArea / Damage50 / Trap6 / Attack150.
Intermediate: 10mArea / Damage70 / Trap8 / Attack180.
Advanced: 20mArea / Damage100 / Trap10 / Attack210 / Vines develop thorns that inflict full Damage.
Arcane: 50mArea / Damage130 / Trap12 / Attack240 / As Advanced, bur Vines inject a Level60 Poison each time they inflict any damage, that must be chosen at the time the spell is cast.
Maintenance: 15 / 25 / 30 / 35.
Forest Foot
Level 64
Action: Active
Type: Effect
The recipient of this spell becomes capable of moving freely through forests, actually melding with them completely, gaining the described abilities.
Casting Level Base Intermediate Advanced Arcane
Zeon 140 180 260 420
Req. Intelligence 8 10 13 17
Base: The recipient gains Free Movement Through Nature.
Intermediate: As Base, but the recipient automatically passes all Climb checks while attempting to climb over trees or other vegetal or fungal surfaces.
Advanced: As Intermediate, but forests cover tracks of the recipient’s passage, hence all track checks to follow a path left by the recipient into an environment rich with plants suffer from a penalty of -150.
Arcane: As Advanced, but the user may instantly teleport by entering into a tree and leaving from another tree (or tree sized mushroom) within the same forest, groove or group, within a maximum distance of 10km.
Maintenance: 15 / 20 / 25 / 40.
Rampant Growth
Level 74
Action: Active
Type: Effect
This spell greatly increases the growth rate of vegetation and fungus within a certain area surrounding and moving with him. Plant or fungal life forms that intend to resist the effect must successfully pass a MR check each day they spend within the area of effect.
Casting Level Base Intermediate Advanced Arcane
Zeon 140 200 280 400
Req. Intelligence 10 12 14 16
Base: 100m Area / MR100 / 365XGrowth.
Intermediate: 500m Area / MR120 / 3650XGrowth.
Advanced: 1km Area / MR140 / 36500XGrowth.
Arcane: 10km Area / MR160 / 365000XGrowth.
Maintenance: 30 / 40 / 60 / 80 Daily.
Anti-Plant Shell
Level 84
Action: Passive
Type: Effect
This spell creates a moving barrier that shields the caster against physical attacks from all vegetal or fungal natural beings. Any such beings successfully damaging the user must pass a MR check against a difficulty set by the spell or have their attack completely nullified by the barrier and the caster won’t be considered put at the defensive by the attack.
Casting Level Base Intermediate Advanced Arcane
Zeon 100 200 300 400
Req. Intelligence 8 11 14 17
Base: MR140.
Intermediate: MR170.
Advanced: MR200.
Arcane: MR240 / Affects Being Between Worlds that have a vegetal or fungal component to them as well.
Maintenance: 40 / 45 / 50 / 60 Daily.
Animate Forest
Level 94
Action: Active
Type: Effect
When casting this spell, the user turns all plant and fungus life within a forest he is in into sentient natural beings with Gnosis up to 20. While most plants and fungus will be Level0 creatures, trees and bigger plants can have a higher Level up to a maximum determined by Animate Forest Casting Level, as long as such level does not surpass that of the caster. All such creatures will be instinctively friendly toward the caster and any of his mates, but they will not necessarily follow each and every order. The spell instantly ends if the caster gets out of the Animated Forest.
Casting Level Base Intermediate Advanced Arcane
Zeon 600 900 1200 1500
Req. Intelligence 12 15 18 20
Base: Max Level3.
Intermediate: Max Level4.
Advanced: Max Level6.
Arcane: Max Level8.
Maintenance: 60 / 90 / 120 / 150 Daily.
PROTECTION
Magical Vestment
Level 4
Action: Active
Type: Effect
This spell enchants whatever the caster is wearing to become a vessel for protection energy. Not only clothes become much more resilient offering a moderate protection from harm, but they also work as a focus for using Protection Spells, which Zeon cost is halved as long as the caster is wearing the Magical Vestment.
Casting Level Base Intermediate Advanced Arcane
Zeon 50 100 120 150
Req. Intelligence 5 8 10 12
Base: AT1 / Affects spells cast at Base Casting Level.
Intermediate: AT1 / Affects spells cast at Intermediate Casting Level.
Advanced: AT2 / Affects spells cast at Advanced Casting Level.
Arcane: AT2 / Affects spells cast at Arcane Casting Level.
Maintenance: 5 / 10 / 10 / 15 Daily.
Protection Shield
Level 14
Action: Active
Type: Defence/Effect
This spell creates a barrier around its caster or anyone chosen target. The barrier has two effects, the first of which is that of a Magic Shield, which can be used only by the caster himself. The second effect is that of operating as a container for further Protection spells, which require the Protection Shield to be present in order to affect a specific target. In other Words, Protection spells of Level24 or higher can only affect individuals which are already enveloped in a Protection Shield. Whenever a character suffers no damage or benefits from a Damage Reduction thanks to a Protection Spell, the Protection Shield suffers damage equal to that nullified by the Protection Spell. If the Protection Shield breaks, all Protection Spells cast on the recipient are automatically interrupted. The barrier is completely invisible to all those unable to see magic.
Casting Level Base Intermediate Advanced Arcane
Zeon 50 150 270 400
Req. Intelligence 5 8 10 12
Base: 200 Resistance Points.
Intermediate: 500 Resistance Points.
Advanced: 1000 Resistance Points.
Arcane: 2000 Resistance Points.
Maintenance: 5 / 15 / 25 / 40 Daily.
Sanctuary
Level 24
Action: Passive
Type: Automatic
This spell can be cast on anyone protected by a Protection Shield to make him go unnoticed amongst enemies as long as he doesn’t take any direct action on them either. Whenever an enemy wishes to attack the recipient, it must first pass a MR check against indicated difficulty. Regardless of maintenance, the Sanctuary is immediately dispelled if the recipient takes any direct action targeting an enemy.
Casting Level Base Intermediate Advanced Arcane
Zeon 100 150 200 250
Req. Intelligence 5 8 11 13
Base: MR100.
Intermediate: MR120.
Advanced: MR140.
Arcane: MR160.
Maintenance: 10 / 15 / 20 / 25.
Protection from Poison and Disease
Level 34
Action: Passive
Type: Effect
This spell renders a recipient enveloped in a Protection Shield completely immune to Poisons and Diseases of a Level equal or lower than that indicated by the spell Casting Level. The Protection Shield suffers damage equal to the VR and DR difficulty each time it blocks a Poison or Disease respectively.
Casting Level Base Intermediate Advanced Arcane
Zeon 150 220 290 360
Req. Intelligence 6 9 12 15
Base: Level60.
Intermediate: Level70.
Advanced: Level80.
Arcane: Level90.
Maintenance: 15 / 20 / 30 / 35.
Protection from Elements
Level 44
Action: Passive
Type: Effect
This spell renders a recipient enveloped in a Protection Shield immune to the effects of anyone chosen element up to a number of intensities determined by the spell Casting Level. The Protection Shield suffers damage equal to any Elemental damage removed, as well as damage equal to any reduction obtained in a Resistance Check difficulty each time it blocks the effects of the specific element. A character can have any number of Protection from Elements spells cast upon himself, as long as such spells each protect from a different element.
Casting Level Base Intermediate Advanced Arcane
Zeon 180 250 330 400
Req. Intelligence 7 10 13 16
Base: 5Intensities.
Intermediate: 10Intensities.
Advanced: 20Intensities.
Arcane: 50Intensities.
Maintenance: 20 / 25 / 35 / 40.
Protection from Magic
Level 54
Action: Passive
Type: Effect
This spell renders a recipient enveloped in a Protection Shield utterly immune to mystic energies originating from Spells with a certain Level and Casting Level, as indicated. The Protection Shield suffers damage equal to the Base Damage of negated Attack Spells, as well as damage equal to MR difficulty of blocked Spiritual, Automatic, and/or Effect Spells.
Casting Level Base Intermediate Advanced Arcane
Zeon 100 250 400 550
Req. Intelligence 6 10 13 16
Base: Spell Level 20 / Affects spells cast at Base Casting Level.
Intermediate: Spell Level 40 / Affects spells cast at Intermediate Casting Level.
Advanced: Spell Level 60 / Affects spells cast at Advanced Casting Level.
Arcane: Spell Level 80 / Affects spells cast at Arcane Casting Level.
Maintenance: 10 / 25 / 40 / 55.
Protection from Psychic Powers
Level 64
Action: Passive
Type: Effect
This spell renders a recipient enveloped in a Protection Shield utterly immune to psychic energies originating from Powers with a certain Level and Psychic Potential, as indicated. The Protection Shield suffers damage equal to the Base Damage of negated Attack Powers, as well as damage equal to PsR difficulty of other blocked Powers.
Casting Level Base Intermediate Advanced Arcane
Zeon 100 250 400 550
Req. Intelligence 6 10 13 16
Base: Psychic Power Level 1 / Affects powers with Almost Impossible Potential.
Intermediate: Psychic Power Level 1 / Affects powers with Impossible Potential.
Advanced: Psychic Power Level 2 / Affects powers with Inhuman Potential.
Arcane: Psychic Power Level 3 / Affects powers with Zen Potential.
Maintenance: 10 / 25 / 40 / 55.
Protection from Ki and Nemesis
Level 74
Action: Passive
Type: Effect
This spell renders a recipient enveloped in a Protection Shield utterly immune to described ki and nemesis energies, as indicated, including attacks that benefit from any such abilities. The Protection Shield suffers damage equal to the Base Damage of negated Attacks.
Casting Level Base Intermediate Advanced Arcane
Zeon 100 250 400 550
Req. Intelligence 6 10 13 16
Base: Immunity to Combat Aura and Void Aura.
Intermediate: As Base plus immunity to Level1 Ki Techniques, Attacks benefitting from Presence Extrusion and/or Void Extrusion, Ki Destruction.
Advanced: As Intermediate plus immunity to Level2 Ki Techniques, Nullify Ki, Nullify Magic, Nullify Matrixes, Nullify Bonds.
Arcane: As Advanced plus immunity to Level3 Ki Techniques, Major Nullify Ki, Major Nullify Magic, Major Nullify Matrixes.
Maintenance: 10 / 25 / 40 / 55.
Anti-Mineral Shell
Level 84
Action: Passive
Type: Effect
This spell renders a recipient enveloped in a Protection Shield utterly immune to physical attacks made with any mineral weapon or from any mineral creature. Anyone making such attacks and successfully damaging the user must pass a MR check against a difficulty set by the spell or have the attack completely nullified by the barrier and the caster won’t be considered put at the defensive by the attack. The damage is suffered from the Protection Shield instead.
Casting Level Base Intermediate Advanced Arcane
Zeon 100 200 300 400
Req. Intelligence 8 11 14 17
Base: MR140.
Intermediate: MR170.
Advanced: MR200.
Arcane: MR240.
Maintenance: 10 / 20 / 30 / 40.
Contingency
Level 94
Action: Active
Type: Effect
This spell can be cast along with other Protection Spells to have them automatically trigger at any given time. The spells will remain dormant on a target enveloped in a Protection Shield and activate only on anyone condition specified by the caster. The caster won’t have to pay the maintenance for the spells affected from Contingency until they trigger and once they trigger the caster won’t have to pay anymore the cost of the Contingency spell, which expires. A character cannot have more than a single Contingency spell cast upon himself. If at any time, a Contingency target loses his Protection Shield, the Contingency immediately expires too. The maximum number and Casting Level of spells which can be triggered by a Contingency depends on the Casting Level of Contingency.
Casting Level Base Intermediate Advanced Arcane
Zeon 400 600 800 1000
Req. Intelligence 12 15 18 20
Base: Max 1 Protection Spell / Affects Spells cast at Base Casting Level.
Intermediate: Max 2 Protection Spells / Affects Spells cast at Intermediate Casting Level.
Advanced: Max 3 Protection Spells / Affects Spells cast at Advanced Casting Level.
Arcane: Max 4 Protection Spells / Affects Spells cast at Arcane Casting Level.
Maintenance: 40 / 60 / 80 / 100 Daily.
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ElricOfMelnibone got a reaction from Naditu in Homebrewed Magnus
Hi guys! This time I came-up with a few more Magnus. Actually I made a specific Magnus for each and every Blood Pact (including those I created) and for characters with Ancient Blood. I hope you like them and/or release some feedback!
ENHANCING PROTOCOL PT-01: POWER-UP
Requirements: 200+ Generic Ki Points, Zen, 250+ Life Points, 1+ Legacy of Solomon Techniques.
Blood Bond: Ancient Blood.
Cost: 60 MK: 50
This Magnus greatly improves the use of Nanomachines in combat. Those using the Power-Up burn up some of their own life energy to have their powers work better and with greater permanency.
Empower: When using a Legacy of Solomon Technique, the character may sacrifice 10 Life Points per Technique Level in order to have its predetermined Attack or Defense value go up by one Level or sacrifice 20 Life Points per Technique Level in order to have its predetermined Attack or Defense value go up by two Levels. For example, if using the Offensive Protocol AT-01: Thread of Solomon, a character using this Magnus might spend 10 Life Points to reach an Impossible Attack Level (280) or 20 Life Points to reach an Inhuman Attack Level (320). If the Predetermined Attack or Block Level of a Technique is already at Zen Level, each 10 Life Points sacrificed raise the Attack or Defense value by 50 points.
Permanency: When using a Legacy of Solomon Technique, the character may spend 1 Fatigue Point per Technique Level to prolong its effects. Techniques that aren’t sustained or maintained gain Lesser Sustainment, Maintained Techniques have to pay the Maintenance Cost once every 5 turns, and Techniques with Lesser Sustainment gain Major Sustainment.
TRANSFORMATION: PHOENIX
Requirements: 300+Attack, 200+Acrobacies, Zen, Dex11+.
Blood Bond: Kagutsuchi’s Blood.
Cost: 60 MK: 60
With this Transformation Magnus, those with Kagutsuchi’s blood turn their shape into that of a mighty Phoenix, whose flames completely surround their body. With a newly acquired greater control over fire, they become a destructive force, bound to consume whatever comes into contact with them.
While using this Transformation, a character gains the Mystical Flight ability with the same speed as their Movement on earth. They gain a bonus to their Initiative, Attack (or Offensive Projection), Base Damage, MA for accumulating Spells from the Fire Path, and Psychic Potential for using Pyrokinesis equal to the sum of their Strength, Dexterity, and Willpower bonuses. The attacks gain Fire as their primary Attack Type or if they are already based on fire, they get an extra +10 Base Damage. The character is immune to the effects of Fire based attacks while keeping this Transformation active and gains +1 to all of his Accumulations while accumulating for techniques that have at least one effect bound to the Fire Element.
Activating this Magnus must be declared before rolling Initiative and has a cost of either 5Ki or 50 Zeon per turn. Abilities from this Magnus can be combined with any other Technique or Ars Magnus, except for those that require a physical transformation.
TRANSFORMATION: QUETZALCOATL
Requirements: 300+Dodge, 200+Jump, Zen, Agi11+.
Blood Bond: Boreas’ Blood.
Cost: 60 MK: 60
With this Transformation Magnus, those with Boreas’ blood see their body surrounded by coloured feathers and become surrounded by strong winds. Their elemental bound with air makes them completely unaffected by gravity and allows them to turn the air itself into a lethal weapon.
While using this Transformation, a character gains the Mystical Flight ability with the a speed of 16. They gain a bonus of +50 to their Initiative, Dodge, MA for accumulating Spells from the Air Path and Psychic Potential for using Psychokinesis. The character eliminates the ki cost for Weight Elimination and Levitation Ki Abilities and multiplies by 10 the weight that can be moved through Object Motion and Mass Movement. All attacks from this character are considered distance attacks with a maximum range equal to double their Power characteristic in meters. Such attacks are invisible to all but those capable of seeing Magic and can use either Cut, Impact or Pierce primary Attack Type as chosen by the character attacking.
Activating this Magnus must be declared before rolling Initiative and has a cost of either 5Ki or 50 Zeon per turn. Abilities from this Magnus can be combined with any other Technique or Ars Magnus, except for those that require a physical transformation.
TRANSFORMATION: PHURISAZ
Requirements: 300+Block, 200+Composure, Zen, Str11+.
Blood Bond: Niflheim’s Blood.
Cost: 60 MK: 60
The strongest power those with Niflheim’s blood can access to is turning into an Ice Giant. This transformation confers incredible control over cold and incredible resistance to the individual’s body. Also, the crystal structure of a Phurysaz alters reality, reflecting all offensive actions directed against this form.
While using this Transformation, a character gains +3 to all of his Accumulations and +50 to his MA while accumulating Ki and/or Zeon for Ice related Techniques or Spells. His Cryokinesis Psychic Powers automatically achieve one additional difficulty level. Also, all Cold based Phisical Resistance checks caused by a character using this transformation increase their difficulty by +50. The character gains +30 to his Defense (or Defensive Projection), and whenever he manages to block an attack, it’s reflected against the offender with a final attack value equal to the one achieved by the attacker.
Activating this Magnus must be declared before rolling Initiative and has a cost of either 5Ki or 50 Zeon per turn. Abilities from this Magnus can be combined with any other Technique or Ars Magnus, except for those that require a physical transformation.
TRANSFORMATION: ARCHON
Requirements: 300+Attack, 200+Athletics, Zen, Pow11+.
Blood Bond: Rudraksha’s Blood.
Cost: 60 MK: 60
Terrifying to behold, the Archon transformation is the utmost manifestation of Rudraksha’s power in a mortal body. The entire figure of the user becomes immediately surrounded by an immense field of Electric energy, while his own body becomes a conduit of pure electric energy. While in this state, the destructive power of those with Rudraksha’s blood borders the divine, allowing them to waste the same devastation of a wandering storm.
While using this Transformation, a character can only be damaged by attacks that can affect the energy. Also their attacks become completely Energy and Electricity based, being unstoppable for all but those able to damage energy. Psychic Potential of Electromagnetism Psychic Powers used by the character while in this form, is automatically increased two level and spells related to Electricity are automatically cast at one Level higher than they would normally be. All melee attacks from a character in Archaon form affect all targets (friendly or foe) within 10m of the character and inflict +50Damage. When defending, the character is considered as using a Supernatural Shield with 3000 Resistance Points that automatically regenerates completely each turn. Anyone coming into contact with the Archon must pass a PhR check against twice the character’s Presence or suffer equivalent Electric Damage.
Activating this Magnus must be declared before rolling Initiative and has a cost of either 5Ki or 50 Zeon per turn. Abilities from this Magnus can be combined with any other Technique or Ars Magnus, except for those that require a physical transformation.
TRANSFORMATION: LEVIATHAN
Requirements: 300+Dodge, 200+Swim, Zen, Per11+.
Blood Bond: Ran’s Blood.
Cost: 60 MK: 60
Assuming the shape of the great Sea Serpent, those with Ran’s Blood becomes as flexible as the sea waves themselves. Those imbued with the power of the Sea Serpent have a complete perception of what’s around them and literally “swim” across the battlefield with absolute ease.
While using this Transformation, a character gains +30VR, +30 to MA while accumulating Water Path Spells, and +30 Psychic Potential while using Matrix Powers. While using this Magnus, the character gains the ability to make an unlimited number of penalty-free defenses and applies a penalty of -30 to all damage suffered from any source. The character may also breathe freely underwater and while fighting in such environment, he gains an extra +30 Turn and All Action Bonus.
Activating this Magnus must be declared before rolling Initiative and has a cost of either 5Ki or 50 Zeon per turn. Abilities from this Magnus can be combined with any other Technique or Ars Magnus, except for those that require a physical transformation.
TRANSFORMATION: EARTH DRAGON
Requirements: 300+ Block, 200+ Withstand Pain, Zen, Con11+.
Blood Bond: Toa’s Blood.
Cost: 60 MK: 60
With this Transformation Magnus, those with Toa’s blood synchronize with the Dragon of the Earth and turn into a huge draconic shape made of stone. Not only the character becomes extremely resilient to all forms of damage, but his control over solid matter and surrounding earth raises to exceptional degree making him an unbreakable defensive bastion both for himself and for those standing around him.
While using this Transformation, a character gains +30 to his Physical Resistance, +30 to his MA while accumulating Zeon for casting Spells from the Earth Path, and +30 Psychic Potential while using Telemetry. The character immediately receives a number of additional Life Points equal to his current Level multiplied by 100, and blocks as if he were a creature with Damage Accumulation using a Supernatural Shield with Resistance Points equal to his current Presence multiplied by 50. This shield won’t be effective against Energy Based attacks until the character has either the Presence Extrusion Ki Ability, the Nemesis Extrusion Nemesis Ability or the Energy Control Arcana Sephira Ability, but the character won’t lose his attack action unless he suffers a Critical. The additional Life Points are the firsts removed from the character, whenever he suffers damage and both this bonus Life Points and the shield’s Resistance Points are regenerated at a rate of 100 per turn. Whatever class of AT the character already has cannot be negated, nor reduced. If the character has a Stone Barrier or a Magnetic Shield, he can gain their additional bonuses (Damage Barrier and/or -50 Attack ability to attacks made with metal weapons), although he keeps defending using this Magnus. Finally the character gains the ability to cover others as a passive action, instead of an active action, hence without need for Initiative and without renouncing to his attack action. As a drawback, using this Magnus reduces the Movement value of its user by 1 point and his Initiative by -30.
Activating this Magnus must be declared before rolling Initiative and has a cost of either 5Ki or 50 Zeon per turn. Abilities from this Magnus can be combined with any other Technique or Ars Magnus, except for those that require a physical transformation.
TRANSFORMATION: KARAS
Requirements: 250+Attack, 250+Defense, 200+Hide, Zen, Wil11+, Umbra: Shadow’s Attack Magnus.
Blood Bond: Pandemonium’s Blood.
Cost: 60 MK: 60
Karas, the Great Raven, Lord of Darkness. Summoning this shape enables absolute control over shadows and darkness for those who own Pandemonium’s blood. But the power of this transformation does not only extend the control over shadows of its master. It also grants him quasi-divine powers in the realms of the Wake, making him a real lord of nightmares.
While using this Transformation, a character gains +20 All Action Bonus, Mystical Flight with a Movement of 8, +30MA for casting Spells from Darkness Path, and +30 Psychic Potential while using Energy Discipline. The character becomes completely unaffected from all kind of Darkness based blindness. Also, his Umbra Magnus is greatly enhanced, as described below. Damage is increased to a base of Double the character’s Presence plus his Power Bonus, and it can choose Energy as attack type. The shadow of the character becomes completely independent, thus allowing the character to attack using Umbra once and perform any other action (even an attack action) without suffering any penalty. If he wants to use Umbra more than once in a turn, he has to return his concentration to it, getting all normal penalties. In order to avoid a Surprise Attack against Umbra attacks from a Karas a Notice check of Impossible (280) is required. While attacking with Umbra the character no longer suffers penalties for Area and Trap Attacks or for any class of Paralysis. Use of Umbra from this character is no longer affected from environment and while not fighting the character gains an additional bonus of +50 to his Hide and Stealth checks. Finally, the character is considered a being with Gnosis 35 while in the Wake and using this Transformation. If his Gnosis is already 35 or higher, it is increased by 5 points, up to a maximum of 45.
Activating this Magnus must be declared before rolling Initiative and has a cost of either 5Ki or 50 Zeon per turn. Abilities from this Magnus can be combined with any other Technique or Ars Magnus, except for those that require a physical transformation.
TRANSFORMATION: NOVA
Requirements: 250+Attack, 250+Defense, 200+Notice, Zen, Int11+, Magnum: Power Liberation Magnus.
Blood Bond: Shephirah’s Blood.
Cost: 60 MK: 60
Nova is a transformation possible only to those whose blood is filled with the power of Light. Their body becomes surrounded by a pure light that allows them to see the course of all energy forms with absolute lucidity. While in this state, they can concentrate enormous quantities of power and gain quasi-divine powers while in the wake.
While using this Transformation, a character gains +20 All Action Bonus, Mystical Flight with a Movement of 8, +30MA for casting Spells from Light Path, and +30 Psychic Potential while using powers from Light Discipline. The character becomes completely unaffected from Surprise Attacks, regardless of the source. Also, his Magnum Magnus is greatly enhanced, as described below. The character using Magnum while keeping this Transformation, suffers no Defense penalty, while accumulating power and he gains a cumulative bonus of +1 to all his Ki Accumulations for each turn spent accumulating power as far as he’s accumulating Ki for techniques that have at least one Light based effect. In the turn he releases the accumulated energy, he gains a bonus of +30 to either his Attack or Defense ability for each turn of accumulation to up to three Attacks/Defenses. Such attacks can all use Energy as primary Attack Type. Finally, the character is considered a being with Gnosis 35 while in the Wake and using this Transformation. If his Gnosis is already 35 or higher, it is increased by 5 points, up to a maximum of 45.
Activating this Magnus must be declared before rolling Initiative and has a cost of either 5Ki or 50 Zeon per turn. Abilities from this Magnus can be combined with any other Technique or Ars Magnus, except for those that require a physical transformation.
RAGNAROK: TWILIGHT OF THE GODS
Requirements: 300+Attack, Zen, Str11+, Dex11+, Con11+, Pow11+.
Blood Bond: Eyes of Death.
Cost: 100 MK: 100
Only people with Eyes of Death can use this Magnus which is their ultimate fighting technique. Temporarily concentrating all their enemy’s in a single point, they are able to strike at it and severe it as if death incarnate. There’s no escape from such attack, not even for the gods, which can be utterly destroyed by it. On the other hand, using Ragnarok is very dangerous because the essence of the user is also concentrated in a single point for a very short time, making him very vulnerable to those who can perceive the supernatural aura of beings. Moreover, using Ragnarok momentarily disables the Eyes of Death, since their power is drained by the Ars Magnus.
Twilight of the Gods: Before rolling for Initiative, the character must declare that he’s using the Twilight of The Gods. During that turn he makes a single attack with +200 Attack Ability and doubled Base Damage. This attack ignores all Armors and Protections and can affect any kind of being regardless of Immunities or Gnosis. It cannot be combined with any Ki Techniques, Magnus except for those that require a Transformation, or Godhand Attack, but automatically benefits from the Eyes of Death bonus of +40 to Critical Level, without suffering the -10Attack Penalty. The Attack is automatically considered as directed to a Vulnerable Point and automatically inflicts a Critical as normal for Eyes of Death. Beings killed from this attack are utterly cancelled from the existence vanishing into nothingness. During the same turn, any enemy able to See the Supernatural, with the Erudition Ki Ability, or other supernatural detections can aim to the character’s essence core, making an attack at -50 to his Ability. If he manages to hit it, double the base damage, ignore Armors, Protections, Immunities and Gnosis and inflict a Critical, although there’s no +40 Critical Level Bonus. After using Ragnarok the Eyes of Death momentarily abandon the character, which will recover them within a variable time of 20-30 hours.
KANJI: THE ABSOLUTE SEAL
Requirements: Attack180+, Aura Extension, Ki Detection200+.
Blood Bond: Eyes of Soul.
Cost: 30 MK: 80
Mastering this Magnus, those that perceive the world as Ki and Supernatural Energy become able to severe all kind of mystical threads, sealing out access to mystical abilities with the same ease with which they can cut through physical bodies and objects.
To use this Magnus the character must declare it before he rolls the dice for an attack. If the attack manages to inflict damage, reduce all inflicted Damage to 0 and have the target sustain a PhR check against double the same Damage. Choose a specific Supernatural Ability Field: Ki Abilities and Techniques, Nemesis Abilities, Magic, Psychic Powers, Summoning Abilities. If the target fails the check by less than 40 points, he won’t be able to use the chosen Supernatural Ability Field for a number of minutes equal to the failure level. If the target fails the check by 40-100 points, he won’t be able to use the chosen Supernatural Ability Field for a number of hours equal to the failure level. If the target fails the check by more than 100 points, he won’t be able to use the chosen Supernatural Ability Field for a number of days equal to the failure level. This Magnus may be used more than once on a single target to seal-off his access to different Supernatural Ability Fields.
ECLYPSIS: SONG OF THE DARK MOON
Requirements: Attack200+, Defense200+, Presence Extrusion, Inhumanity, Pow11+.
Blood Bond: Tsukiyomi’s Blood.
Cost: 40 MK: 40
Mastering this Magnus, heirs Tsukiyomi’s blood learn to bathe in the dark moon’s power to a much higher degree than untrained siblings. Still, this Magnus allows them to do much more, going as far as defying the rules of the skies themselves and causing an artificial eclipse. Although the event will last for a very short time-span and requires a significant tribute in life energies, it grants them full powers from their blood pact.
Bathe In Thy Power: Characters mastering this Magnus gain an Initiative and MA bonus equal to the All Action Bonus they gain from Moon Phases as described in the Tsukiyomi’s Blood Advantage. They also gain +1 to all of their Accumulations for each +10 All Action Bonus they get from it. Finally the character gains Night Vision, as for a Duk’Zarist.
Dark Moon Rising: To summon the false eclipse the character must accumulate 30 Ki points distributed as he wishes, as if using a Technique, after which the Game Master secretly rolls a d10 to determine the number of turns that will pass before the eclipse will actually occur (including the turn in which the Accumulation is completed) and another d10 to determine the number of turns the eclipse will last. During the eclipse, the character will gain all bonuses of an Eclipse as described for Tsukiyomi’s Blood Advantage and considering the Bathe In Thy Power rule above. The area covered by the eclipse has a radius equal to the character’s Power Bonus in km and is centered on his position at the time the Ki Accumulation ends.
PHASIS: TIME SKIP
Requirements: Attack160+, Defense160+, Inhumanity.
Blood Bond: Uroboros’ Blood.
Cost: 40 MK: 40
Mastering this Magnus, Uroboros’ heirs can gain maximum advantage from their ability to time skip. Activating a time skip is a very self consuming activity, but still allows to gain an edge over the opponent’s movements.
Each turn a character may declare activation of Phasis before rolling for Initiative, by spending 1 Fatigue point and gaining a +30 bonus to Initiative. After Initiative is rolled, the user of Phasis gains a bonus to his Opposed Actions against all characters that rolled lower Initiative equal to half the difference in rolled Initiative rounded down in multiples of 5. A character may use Phasis for two or more consecutive turns, but he has to spend 1 additional point of Fatigue each turn to activate it.
COGNITUM: COMBAT COMPREHENSION
Requirements: Attack200+, Defense200+, Rem: The Eyes of Doom Magnus, Int10+.
Blood Bond: Eyes of Doom.
Cost: 40 MK: 40
Absolute comprehension of combat is the ultimate ability of those with the Eyes of Doom. Mastering this fighting technique they become completely capable of understanding and counteracting each and every move of their opponents practically in no time.
A character using this Magnus divides by 5 the number of turns required for unlocking the Attack and Defense bonuses from the Eyes of Doom advantage. Also, MK cost of Techniques Imitated with the Technique Imitation Ki Ability is reduced by 20, 30, and 50MK respectively for First, Second and Third Level Techniques. Finally, when using Rem, the character gains a +25 Bonus against a Technique, by obtaining with a Notice check a value over the MK cost of the technique he’s trying to counteract, and gains a +50 Bonus against it by obtaining a value over double its MK cost.
TRANSFORMATION: THE DEVOURING WURM
Requirements: Attack250+, Inhumanity, Berserk Magnus.
Blood Bond: Orochi’s Blood.
Cost: 50 MK: 50
Upon unleashing this Magnus the whole body of the user is surrounded by the spectral shape of the Devouring Wurm itself and his extremities become appendages of destruction. In this form the user has complete control over the unleashed destruction, becoming capable of unleashing the havoc on selected targets and limit damage to himself and his comrades. In this state the character’s abilities increase with each new death he causes or by the sacrifice of his own life energy.
Upon unleashing the Devouring Wurm Transformation the user automatically gains the combined bonuses of Unleashed Fury and Berserk Magnus (+30Initiative, +40Attack, +10Defense, +30MA, +2 to all Ki accumulations, Immunity to Pain and Fatigue Penalties, enters a Frenzy state), but is fully capable of distinguishing friends from enemies and sacrifices only 3HP per turn. Also the character becomes able to perform Zen Actions while in this state. The character cannot stop the Transformation until all enemies are killed (making them unconscious won’t be enough) or HP reach a number ten times higher than the character’s Constitution under 0. In this case the character becomes unconscious and must immediately pass a check Between Life and Death or die outright. Bonus from this Magnus cannot be combined with Berserk Magnus or with any Magnus requiring a physical Transformation. Also the character gains the two following abilities while transformed.
Chain of Destruction: While using this ability, a character gains a +5 Initiative, Base Damage, All Action Bonus and MA for each opponent he personally kills until the end of combat up to a maximum bonus of +50.
Consume Existence: Before making an attack or using an Offensive spell, the character may sacrifice 5-100 Life Points. The resulting attack gains a Base Damage bonus equal to the number of sacrificed Life Points. Also the attack ignores all class of Immunities (including those due to high Gnosis) and souls of beings with equal or lower Gnosis than the user killed by such attack are utterly destroyed. Damage inflicted by such attack is recovered as if lost Life Points had been sacrificed.
KIANGSHI: LIFE DRAINER
Requirements: Attack250+, Wil10+, Superior Ki Healing, Life Sacrifice.
Blood Bond: Existence Devourer.
Cost: 50 MK: 50
Using this complex Magnus, the Existence Devourers can turn Ki into life and vice-versa, although a certain quantity of energy is always dispersed in the exchange and for some reason this works only while fighting against living beings. Thus using Kiangshi the Essence Devourer can greatly increase his regenerating abilities by consuming the essence of other living beings. When inflicting damage to a living being, instead of draining Ki points the character may choose to temporarily raise his Regeneration. For each 5 Ki points the character renounces to drain, his Regeneration Rate goes up by 1 point. Effects of successive drains are fully cumulative, but the Regeneration Level cannot surpass 18, unless the character has required Gnosis. The bonus to Regeneration lasts for 24 hours, but if the character drains sufficient life energy to surpass the maximum Regeneration Level in the meantime he can prolong the time by one hour for each additional point of Regeneration he would have achieved.
PANACEA: THE ALL-VENOM
Requirements: 150+Attack, 150+Defense, 150+Poisons.
Blood Bond: Poisonous Blood.
Cost: 40 MK: 40
A great wealth of knowledge about venoms is required to acquire this special combat ability, even if it’s usable only for those whose very own blood is poison. When using this Magnus, the Basilisk’s heir modulates the power of his own blood, giving it special and unique properties, depending on his actual needs. When forcing a target to take a VR check due to his Poisonous Blood advantage, the character may choose to spend any amount of Ki to add one or more of the following effects to the venom, before any die is rolled.
Retarded Effect: For each Ki point spent, multiply by 10 times the time required for the poison to take effect. Hence using 1 Ki point means the poison will not take effect before 10 turns are elapsed, spending 2 Ki points allows to retard the effect by 5 minutes and so on. The VR check is taken in the same turn the poison is administered anyway.
Non Lethality: By spending 1 Ki point, the character using this Magnus may choose his poison not to kill on a difference higher than 40 on the VR check. Instead, it will simply cause the other effects for a prolonged time.
Altered Effect: Instead of causing Extreme Pain, the Poison may cause any other Effect. Changing Effects has a cost of 2 Ki points, except for Total Paralysis, Blindness, Allucinations and Unconsciousness, in which case the cost raises to 5 Ki points.
Defense Destroyer: Instead of causing Extreme Pain, the Poison will cause a penalty to a single selected Resistance equal to half the Failure Level. Using this ability costs 2 Ki points.
Remediation: By spending 1 Ki point, the user of Panacea can heal another character or himself from the effects of a Poison. When using this ability, the target character is entitled to immediately make again the VR check for the poison affecting him, applying a bonus equal to the VR modifier normally caused by the Poisonous Blood, which depends from the level of contact between the user of Panacea and his target.
TRANSFORMATION: FINAL WEAPON
Requirements: 180+Attack, 180+Defense, Inhumanity.
Blood Bond: Natural Weapons (Blood Bond).
Cost: 50 MK: 50
All those born with Natural Weapons have the potential to use this Magnus that turns them into something completely different and much more powerful. In truth the Final Weapon Transformation does nothing more than enabling a character to use the full capacities that are present in his own heritage, granting him truly inhuman power.
The use of this Magnus cannot be combined with that of other Magnus that require a Physical Transformation.
Additional Powers: The use of this ability can be declared at the start of any turn the Natural Weapons are summoned, before rolling Initiative and can be maintained in the following turns. Each turn the power is active, the character may choose one of the advantages from the Natural Weapons list he doesn’t already have, adding it to the ones he owns at the moment for as long as the power is maintained. The cost for this ability is equal each turn to 1Ki point for each advantage chosen from the list in addition to those the Natural Weapons of this character naturally own.
Final Form: When summoning his Natural Weapons, the character may choose to spend 10Ki points instead of 5 to double the advantages he has on his Natural Weapons (but not those added through the use of this magnus). Following are a few exceptions. The Precise advantage in Final Form reduces the penalty for aimed attacks to a quarter. Improved Trap in Final Form gives +4 to the opposed check for the Trap Maneuver and halves the penalty for such maneuver. Shield Against Projectile in Final Form grants a +20Block/+10Dodge Bonus as if using a Shield. Dual in Final Form gives an additional attack as if made with a secondary weapon.
ADES: CONTROL OF THE DEAD
Requirements: Attack150+, Defense150+, Zen, Constitution11+, Power11+, Necromancy Path Level 80.
Blood Bond: Blood of The Dead.
Cost: 80 MK: 80
This Magnus greatly improves the ability to control Blood Puppets created through Blood of The Dead. Blood Puppets don’t lose anymore Life Points unless damaged. Also Blood Puppets gain the two following abilities.
Blood Tribute: At its creator’s will, a Blood Puppet may collapse to give back to its creator all the Life Points invested in its creation (without surpassing its creator’s maximum Life Points), as long as its creator is within 1km distance. Triggering a Blood Tribute from a Blood Puppet is a Passive Action.
Blood Bomb: At its creator’s will, a Blood Puppet may explode, inflicting an attack with the Puppet’s own Attack rating on all beings within 10m. The base damage is equal to the Life Points invested in the Blood Puppet’s creation. Triggering a Blood Bomb from a Blood Puppet is a Passive Action and requires its creator to be within 1km distance.
OKAERI: BACK HOME
Requirements: Defense200+, Zen, Pow11+.
Blood Bond: Genus Loci Kami’s Blood.
Cost: 40 MK: 40
This Magnus is strictly related to the Genus Loci Kami from Varja. Those with such Kami blood can in fact master it to a double effect. First, they become able to link their soul to their Kami’s original dominion and get power from it even when they’re not supposed to be able to do so, although at a rather high cost of inner energy. Second, when they’re fighting in their proper environment they become especially extremely impervious to damage, thanks to the fact that the environment itself provides to their defense.
Soul Link: By spending 5Ki points per turn, the character can gain bonuses from being in a place akin to his nature (+1 to Physical Attributes, +1 to Ki Accumulations, +15MA), even without he’s not in such a place. If he’s in a place akin to his nature, he can spend 5Ki points per turn to double the bonuses as if he were in his Kami’s original dominion.
Home Shield: While being in an environment akin to the nature of the Character (but not while linking his soul to it, using this Magnus), his defensive capacities are greatly improved. He may defend as if using a Supernatural Shield with Resistance Points equal to his Presence multiplied by 10, that completely regenerates each turn. Also the character increases all his Resistances by +20 and his AT against all kind of attacks by +2 points, which cannot be negated, nor reduced. While in his own Kami’s dominion, double the Resistance Points of his Shield, and bonus to Resistances and AT.
MURAMASA: GOD’S BLADE
Requirements: Attack200+, Defense200+, Zen, Dex11+, Final Attack Magnus.
Blood Bond: Warlord Kami’s Blood.
Cost: 40 MK: 40
Only those born with the soul of a Warlord Kami can unleash the true power of Muramasa, a fighting technique that transfers even more of the individual’s divine power into his favored weapon, turning it into an object of almost unlimited power and absolute lethality. Anyway, only those who’ve found their utmost attack ability can unlock the true power of this Magnus, allowing Muramasa to deal slashes capable of slaying mortals and gods alike.
This Magnus can be used in combination with the power granted by Warlord Kami’s Blood, by spending additional 2 Ki Points per turn, granting the following bonuses.
Kami’s Aura: In addition to all bonus described in the Warlord’s Kami’s Blood advantage, the weapon of a character employing the Muramasa’s Magnus gains the Energy primary attack type I addition to its own and grants a bonus to all Resistances equal to the final Quality bonus applied.
Muramasa’s Slash: When making a Final Attack employing the Final Attack Magnus while Muramasa is active, the character may choose to spend 1 Ki point, plus one for each Fatigue Point spent to improve the attack roll. For each spent Ki point, the Final Attack inflicts an extra -1AT to the target armor and adds an extra +10 to its Base Damage. The attack will also be able to damage any class of being regardless of Gnosis or special immunities and protections.
TRANSFORMATION: ONI
Requirements: Attack160+, Str11+, 250+ Life Points.
Blood Bond: Oni’s Blood.
Cost: 30 MK: 30
This terrifying transformation fully manifests the Oni soul inside those that have somehow inherited their blood. Those using it gain great resistance and destructive power as well as Oni’s elemental powers, at the cost of losing their rationality and throwing themselves into battle with selfless fury.
While using this Transformation, the character becomes a Damage Accumulation being with a bonus of +2AT and 600 extra Life Points, which are the first he loses if damaged. The character also gains a bonus of +2Str and +50 to both his base Damage and the effect of any Critical inflicted to opponents. As a side effect, the character becomes subject to the state of Ire. Depending on whether the character has blood from a Red Oni or a Blue Oni, he also gains the Onibi or Onikaminari ability respectively and a +5MA to either Fire or Electricity related effects respectively for the duration of the Magnus. Use of this Magnus has a cost of 3Ki points per turn and can be combined with other Techniques or Magnus that don’t require a Transformation.
FATUS: DESTINY’S THREAD
Requirements: Attack280+, Defense280+, Pow13+, Zen, Elimination of Necessities, Chaos Meister: Chaos Control Magnus.
Blood Bond: Djinn’s Blood.
Cost: 30 MK: 30
Only those with the power of Djinns inside of them can unlock this superior version of the already impressing Chaos Meister Magnus, and even among those, only very few reached such ability in the course of history (especially since most Djinn blooded mortals tend to be magicians as opposite to fighters). Anyway, this Ars is based on the same principles of Chaos Meister, but brings them to extreme consequences allowing the user a strict control of the flow of combat, that really makes him an absolute combat master.
This Magnus grants its user much better control of Chaos Meister. The cost of all three Chaos Meister abilities is halved for a character using this Magnus. Also, he can use all of his Chaos Meister abilities to influence the dice rolls or actions of anyone involved in the same fight as he is. Both Existential Alteration and Destiny’s Duality can be used to negate a fumble roll and Destiny’s Duality can be used to cause an Open Roll. The character becomes able to use unconsciously Null Tempus to revert actions that caused his death or that made him unconscious, and his body will actually automatically trigger it in case of death or unconsciousness as far as it has enough Ki points. Null Tempus will also cancel any expense of Ki points or sacrifice of Life Points made during the annulated action.
STYGIA: HELL ON EARTH
Requirements: Attack150+, Defense150+, Pow11+, 1+ A’arab Zaraq Techniques.
Blood Bond: Demon’s Blood.
Cost: 20 MK: 20
Stygia is a threatening fighting style developed by few people whose blood is tainted by the demon’s influence and who have delved into the demonic combat knowledge of the A’arab Zaraq. Of course, also a few demons hanve mastered this Ars Magnus, granting them optimal use of that unique combat style. The Magnus greatly improves the use of A’arab Zaraq, allowing a user to remove all limits inherent to such fighting techniques.
A character must declare he’s using Stygia the moment he unleashes an A’arab Zaraq technique to obtain one or more of the following effects.
Power from Hell: By spending 3Ki points (which don’t need to be Accumulated) in the moment the character uses a technique, the technique looses any inherent Disadvantage it has.
Prolong Agony: By spending 5Ki points (which don’t need to be Accumulated) in the moment the character uses a maintained technique, it gains Lesser Sustenance instead. By spending 10Ki, the technique may instead gain Major Sustenance.
Suffering and Torment: By spending 3Ki points per technique level (which don’t need to be Accumulated), in the moment the character uses a technique, the technique gains the Combinable ability, although its effect may be combined only with those of another technique from the A’arab Zaraq school, which must also be made combinable by spending the appropriate Ki cost at the time it’s used.
LAOCH MISNEACH: HEART OF A HERO
Requirements: Attack200+, Defense200+, 500+Zeon.
Blood Bond: Lim Sidhe’s Blood.
Cost: 40 MK: 40
Laoch Misneach is an Ars Magnus that can only be used by those that naturally synchronize with the Incarnations and allows them to either prolong the time of synchronization or once perfect synchronization is reached, force it to grant even greater power, allowing a character to summon the power the great hero of the past would have had if he had surpassed his own limits.
The first use of this Ars Magnus consists in prolonging the synchronization time, allowing a character to maintain it for longer than 5 turns by spending a cumulative cost of either 1Ki point or 10 Zeon for each extra turn of maintenance. The cost must be fully paid either in Ki points or in Zeon points each turn, but not with a mix of both.
The second use of this Ars Magnus can only be used by characters that are at least one Level higher than the Level required for Real Affinity with their Incarnation. When summoning the Incarnation in its Real Affinity, the character may choose to spend either 2Ki points or 20 Zeon points multiplied by his Level, in order to strengthen the Incarnation. By doing so, it increases all numerals on the incarnation (except for Weapon Quality) by an amount that depends on the difference between the character’s own Level and the Level required for the Real Affinity Incarnation. The increment is equal to +5%/Level for the first 5 Levels of difference and increases to +10%/Level from the sixth Level of difference. This bonus also increments any numeral in Incarnation rules that are independent from the Affinity Level or present in lower level Affinities rules.
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ElricOfMelnibone got a reaction from Valdruk in Ars Magnus of the planets
Sorry for necroposting, but I found no better place to post this, here are a few creations of mine. The three following Impossible Weapons are addition to original brewmaster_vitty's Planetary Impossible Weapons.
I added the Sun, Moon and Asteroid Belt. The Asteroid belt is actually a "wanna-be-planet" in our system...simply put, something went wrong and instead of a whole planet we have a belt of asteroids between Mars and Jupiter. Sun and Moon are NO planets, of course, still under a "terran" perspective (which is the same perspective of people on Gaia), the Sun is still the center of the system and the moon is a just as important mass. I'm also posting again all other Impossible Weapons, because within time they went under several revisions by me and vitty, so a bit of "refreshing" would be in order.
SUN: LIGHT SABER
Requirements: Willpower10+, Attack140+, Defense140+, Psychic Potential100+, Energy Creation, 1+Innate Slots, Aura Extension.
Base Weapon: Anyone Sword or Sword Class Module.
Cost: 40 MK: 60
Base Damage: 130. Speed: +10.
Primary: Energy. Secondary: Variable.
Breakage: 15. Fortitude: 35.
Req. Str.: -. Presence: Special.
Special: Cutting Through All, Energy Weapon, Rebound Blasts, Saber Color.
Cutting Through All: Sun halves the final Damage Barrier value of any target and ignores 2 Points of AT if the Energy Creation is sustained at Absurd Difficulty Level plus an additional 2 Points for each additional Difficulty Level Energy Creation is sustained at.
Energy Weapon: Sun is a weapon that must be created and sustained by Energy Creation Psychic Power by its user. Once developed, it permanently occupies an Innate Slot, although it can be summoned or unsummoned at will as an Unsheathe Action from the hilt of anyone sword-type weapon lacking the blade. It applies no Quality Bonus and does not add the Strength Value of its user to the Base Damage. Base Damage, Breakage and Fortitude include the bonus from Aura Extension. Sun is considered as having a Presence equal to twice that of the user. If broken, sun can be summoned again after 5 turns have past. The Light Saber is considered a Small Weapon for the purpose of Additional Attacks Penalty and a Medium Weapon for the purpose of Area Attack targets.
Rebound Blasts: The character can defend against projectiles as if employing a shield (but with no Block or Dodge bonus). The character can Counterattack if he/she successfully Blocks against a Distance Attack (even of Supernatural origin) attacking on any Elemental AT or Energy AT, as if it were a melee attack. The character will be considered as performing the Counterattack with the same attack he/she Blocked, but he/she can always use his/her Psychic Projection or Attack value to direct it.
Saber Color: When developing the Light Saber for the first time, the character must choose its color, applying following bonuses.
- Blue Saber: +5 Attack, Block and Psychic Projection. Cold Secondary Attack Type.
- Green Saber: +10 Block and Psychic Projection while defending. Electricity Secondary Attack Type.
- Red Saber: +10Attack and Psychic Projection while attacking. Heat Secondary Attack Type.
SUN MAGISTER
Requirements: Sun, Willpower11+, Attack 200+, Defense200+, Psychic Potential160+, Style200+, Psychic Projection Module, Modify Nature.
Base Weapon: None.
Cost: 30 MK: 30
Choose 3 of the following advantages.
Color Flexibility: Each turn, the user can choose to change the Light Saber color into a different color applying different bonuses for the Saber Color ability. Also Energy Discharge and Energy Dome attacks used by the character can now attack on either Energy AT or the same AT currently used by the Light Saber.
Double Saber: The weapon becomes two handed, but allows its user to make each turn a Secondary Weapon Attack with only a -10Attack Penalty, as if Ambidextrous.
Energy Fulcrum: While holding a Light Saber, the character gains a bonus to his/her Psychic Potential equal to +10, plus the Light Saber’s current Quality Bonus. The character also applies the weapon’s Quality Bonus to Psychic Projection rolls, Base Damage of Projected Powers, and Initiative while using Psychic Powers.
Improved Light Saber: The Sun weapon gains a +5Quality Bonus for each Difficulty Level the Energy Creation is sustained at beyond Very Difficult.
Piercing Energy: Sun completely ignores Damage Barriers. Energy Discharge and Energy Dome attacks projected while using Sun benefit from the same AT modifier currently possessed by the Light Saber and completely ignore Damage Barriers as well.
Rebound Stance: While using the Defensive Movement Manoeuver or Total Defense Manoeuver, the user of Sun can Counterattack against all successfully blocked Distance Attacks attacking on any Elemental AT or Energy AT as a Passive Action. The character can apply both Rebound Blasts and Rebound Stance abilities while employing for defense the Energy Shield Psychic Power.
MERCURY: FLAMING WEAPONS
Requirements: Willpower9+, Attack100+, Fire Elemental Attack.
Base Weapon: None.
Cost: 20 MK: 20
Base Damage: Base+10. Speed: Base.
Primary: Heat. Secondary: Variable.
Breakage: Base. Fortitude: Base.
Req. Str.: Base. Presence: Base.
Special: Burning Surge, Designate Ignition, Fiery Weapon, Flame Burst.
Base Weapon: When turning a weapon aflame, it maintains its base profile, with the exception that its primary Attack Type becomes Heat. The Base Damage bonus includes that of Aura Extension. The weapon benefits from any Quality bonus as normal.
Burning Surge: Before rolling for Initiative, the user of Mercury can spend 1 Fatigue Point to increase the Base Damage of Mercury by +10 for the whole turn.
Designate Ignition: When inflicting damage with Mercury, the character adds +20 to the roll on the Aflame Table.
Fiery Weapon: The weapon gets +5breakage against items made with materials susceptible to fire.
Flame Burst: When making an Area Attack maneuver the user of Mercury can spend 6ki points to affect up to 5 opponents within 3m in front of him regardless of base weapon and ignoring up to 2 targets within the reach. The base damage of this attack is equal to double the character’s Presence plus his/her Willpower Bonus. This special attack can only be used once per minute.
MERCURY MAGISTER
Requirements: Mercury, Willpower11+, Attack 200+, Life Sacrifice, Fire Elemental Immunity.
Base Weapon: None.
Cost: 30 MK: 30
Choose 2 of the following advantages. May choose to specialize on a single flaming weapon. If you do, you don’t get any Magister bonus while using Mercury with any other weapon, but may choose 3 of the following advantages for the chosen weapon.
Call of The Phoenix: Before rolling for Initiative, the user may Sacrifice 10 to 40 Life Points to gain a bonus of +1Movement and +10Initiative for each 10 Life Points sacrificed. The bonus lasts for one turn.
Fiery Will: The user can subtract his/her Willpower Bonus from the penalty for any Combat Maneuver.
Greater Ignition: Mercury adds +40 to the roll on the Aflame Table instead of +20.
Immolating Surge: Before rolling for Initiative, the user may spend between 1 and 3 Fatigues to increase damage Mercury by +10 for Fatigue Spent for the whole turn. This rule substitutes Burning Surge.
Relentless Blaze: Before rolling for Initiative, the user may Sacrifice 10Life Points to increase the weapon’s breakage by 10 points and have it negate up to 3 points of the enemies’ AT for an entire turn.
Volcanic Burst: Increase the number of targets affected by Flame Burst to 10 and the number of targets which can be ignored to 3. Flame Burst reach is increased to 5m. Flame Burst now ignores up to 1 point of opponents’ Heat AT.
VENUS: MISTIC MIRRORS
Requirements: Power9+, Block140+, Aura Extension.
Base Weapon: None.
Cost: 50 MK: 50
Base Damage: N/A. Speed: N/A.
Primary: -. Secondary: -.
Breakage: -. Fortitude: Special.
Req. Str.: -. Presence: As The Character.
Special: Enchantment, Hand Requirement, Distant Reach, Mirror Shield, Mirror Sight, Personal Touches.
Quality: Venus is affected from quality bonus in its way. The quality bonus applies to Fortitude and to Block rolls made using the Shield rule. Also some Personal Touches effects are granted bonus from Quality. Whenever multiple mirrors are used for an action, use the lowest Quality value among that of all mirrors employed.
Fortitude: Fortitude of Venus is equal to double the user’s Power score plus the mirrors’ Quality Bonus.
Enchantment: In order to make use of Venus, the user must enchant at least 3 Mirrors, the maximum number of enchanted mirrors a Venus user can control is equal to his/her Power value. Enchanted mirrors must be made with a mild precious metal (like silver) and each must be adorned with 150GC worth of precious metals and/or gems. In order to enchant them, the user must invest 1ki point and 20Zeon points in each mirror, which are subtracted from the maximum polls of the user as long as the mirror is intact. Enchanted mirrors levitate around the user and can move using his/her Power value as Movement anywhere within a range in meters equal to ten times the user’s Power value.
Hand Requirement: Despite the mirrors not being a weapon as of themselves, controlling Venus mirrors requires one free hand. Although it’s not dual-wielding, until the user is Ambidextrous, he/she will suffer a -20Action Penalty with any weapon held in the other hand.
Distant Reach: Venus Mirrors allow the user to let attacks pass from one mirror through another, even covering some distance. In order to do so, the user requires one mirror at hand (within half meter from him/her). The second mirror must be close enough to the target. The character’s attack cannot be countered and are considered as made from the position of the Mirror. Due to the nature of such attacks, if more than one mirror is close to the opponent, the user gains a bonus of +15 to any attempted Feint Maneuver. The user can also throw weapons or shoot through mirrors using the Distant Reach rule and project any kind of supernatural power through it. Each use of Distant Reach has a cost of 2ki point.
Mirror Shield: Before rolling for Initiative, the user can choose one or more mirrors to be used as a Passive Action to perform Block rolls, which benefits from Shield rules against projectiles. The Block roll also benefits from a bonus of +15 for each 2 shields employed beyond the first. This ability has no cost.
Mirror Sight: The user can use two mirrors in order to see through one mirror whatever is reflected in the other one. Using this ability has no cost.
Personal Touches: When taking the Venus Magnus, the user can choose 3 of the following special uses for his/her Venus:
- Blinding Flash: Using four nearby mirrors and spending 8ki points, the user of Venus can as an Active Action unleash a Blinding Flash, that obliges opponents within 3m of the user to pass a PhR check against a difficulty of 160 or suffer from Blindness for a number of turns equal to the user’s Power score.
- Energy Burst: As a complete Attack Action the user of Venus can use a mirror and spend 8ki points to make an Energy Shot Projectile Distance Attack with a range of 20m and Base Damage equal double the user’s Presence plus his/her Power Bonus. Such attack can benefit from the Quality bonus of used mirror.
- Illusion Projection: Any number of nearby mirrors can be used to generate each a Mirror Image of the user which can be detected by supernatural means only by achieving a check of Absurd, which is able afterwards to move completely independently. The cost of this ability is 5ki points per Mirror Image when it’s used, plus one additional ki point per turn, in order to maintain each Mirror Image.
- Reflect Attack: Once per round, instead of making a Counterattack the user can reflect an attack successfully blocked by a Mirror Shield for a cost of 8ki points. The attack is redirected with the same Final Attack value scored by the attacker plus the Counterattack bonus. Using the Reflect Attack ability does not count toward the number of attacks a character makes in a turn and is not considered an Active Action. Reflecting each attack requires employing a mirror in addition to those used for the Mirror Shield.
- Reflective Sight: Halves penalties to Defense against Flank or Behind attacks.
- Shed Light: One to three mirrors can be used to shed light like a lantern at a cost of 1ki point per hour.
VENUS MAGISTER
Requirements: Venus, Power11+, Block200+.
Base Weapon: None.
Cost: 30 MK: 30
Choose 3 of the following advantages.
Constant Reflection: If the user employs the Reflect Attack Personal Touch, he/she can use it up to 5 times per turn employing only 1 mirror for such purpose and reducing the ki cost to 5 points.
More Touches: Can choose an additional Personal Touch ability for Venus. Can be taken up to 3 times, choosing a different Personal Touch ability each time.
Multiple Sight: The user can simultaneously purpose as many mirrors as desired in groups of two to use the Mirror Sight. Moreover, if the user employs the Reflective Sight Personal Touch, he gains a complete Radial Sight.
Perfect Illusions: If the user employs the Illusion Projection Personal Touch, it’s Mirror Images can be enhanced to only be detected by passing a check of Impossible and are considered Ghostly Illusions unless opponents pass a PsR check of 140. The cost for creating Perfect Illusions is increased to 10ki points per image, plus 3ki points per turn of maintenance.
Surrounding Shield: If three or more Mirrors are used for a Mirror Shield, the user can Block that turn as if using a Supernatural Shield with 800Life Points, benefitting from the usual +15Block bonus for each two additional mirrors employed beyond the first. Adding an additional shield also confers a Damage Barrier of 40 which is incremented by +10 for each additional mirror employed beyond the fourth.
Superior Light Charge: If the user employs the Blinding Flash Personal Touch, its radius of effect is increased to 5m and the PhR check needed to overcome it has its difficulty increased to 180. If the user employs the Energy Burst Personal Touch, its range is increased to 25m and it can affect all individuals within its path for an additional cost of 5ki points.
TERRA: BALL
Requirements: Dexterity9+, Attack 120+, Athleticism120+, Sleight of Hand120+.
Base Weapon: Eden Ball.
Cost: 30 MK: 30
Base Damage: 30. Speed: +10.
Primary: Impact. Secondary: -.
Breakage: 0. Fortitude: 20.
Req. Str.: 5 Presence: 25.
Special: Melee or Thrown, Recall, Returning Shot, Double Shot, Ricochet Shot, Tricky Shot, Spin Setup, Stop The Attack.
Quality: Terra benefits from Quality like any other weapon.
Melee or Thrown: Terra can both be used in melee or thrown at opponents.
Recall: If the user is disarmed or drops Terra and even if it’s destroyed, it can be recalled to the user. If Terra is within 100m of its user, he/she can spend a turn to recall it. The ball will move toward the user avoiding any obstacle or snare employing the user’s Power score for any characteristic check needed. The user loses 6ki points whenever Terra is destroyed, but whenever Terra is destroyed or irreparably stuck, the user can spend an entire turn and 12ki points to summon it back, plus 4ki points per Quality bonus Terra has.
Returning Shot: Whenever Terra is thrown, the user may have it bounce back to his/her hands by making a Sleight of Hand check against a difficulty of Very Difficult, which is increased to Absurd for a Tricky Shot attack, Almost Impossible for a Ricochet Shot attack, and Impossible for a Double Shot attack.
Double Shot: As a Complete Attack Action, the user of Terra may throw it so that it bounces over to a second target. If the Attack against the first target is successful (it puts the target on the defensive), the attack will bounce with the same Final Attack value -30 on a second target within 10m. The second target will have to pass a Notice Check against a difficulty of Absurd which is lowered by 1 Difficulty Level for each time the target has already witnessed such attack up to a minimum Difficulty Level of Medium, or suffer from the Surprise penalty to its Defense roll.
Ricochet Shot: As a Complete Attack Action, the user of Terra may throw it by exploiting ricochet to attack targets from unpredictable directions or ignoring cover. The user suffers penalties for covered target or for blindness if targeting a partially or totally covered target, but the target of a Ricochet Attack has to pass a Notice Check against a difficulty of Impossible which is lowered by 1 Difficulty Level for each time the target has already witnessed such attack up to a minimum Difficulty Level of Difficult, or suffer from the Surprise penalty to its Defense roll.
Tricky Shot: As a Complete Attack Action, when throwing Terra, the user can make with it a Feint Attack Maneuver with a +20 bonus to the Feint check.
Spin Setup: As a Passive Action, the user of Terra may spend 6ki points to charge the ball with rotational kinetic energy. This increases Terra thrown damage by +15 and melee damage by +20. The range of thrown Terra increases as if the user had 3 more Strength points and the Sleight of Hand check difficulty for Returning Shot is increased by 1 Difficulty Level.
Stop The Attack: If a thrown Terra attack is dodged by 50 or more points or blocked by 75 or more points, increase by 1 level the difficulty of the Sleight of Hand check for the Returning Shot rule.
TERRA MAGISTER
Requirements: Terra, Dexterity11+, Attack 200+, Athleticism200+, Sleight of Hand200+.
Base Weapon: As for Terra.
Cost: 30 MK: 30
Choose 3 of the following advantages.
Improved Ricochet: The Difficulty Level of all Notice checks caused by Ricochet Shots is increased by 1.
Power Shot: Terra thrown attacks are considered as made with a Shot Projectile.
Skillful Returning: Unless the attack fumbles, the Difficulty Level of Returning Shot is no longer increased by successful Dodges and Blocks by opponents regardless of the defense achieved.
Supersonic Spin: The Spin Setup now grants an extra +5Damage to both thrown and melee Terra, as well as increasing the user’s Strength for calculating range by 5, instead of 3.
Triple Shot: When making a Double Shot, the user may choose a third target within 10m of the second target, if the second attack was successful. The penalty to the Final Attack value becomes -15 against the second target and -30 against the third target.
Cannonball Shot: As a Complete Attack Action, when throwing Terra the user can spend 10ki points to grant it an Area of 5m of radius and a Base Damage bonus equal to double the user’s Power Bonus.
LUNA: BAG OF FORGOTTEN THINGS
Requirements: Intelligence10+, Attack120+, Defense120+, Memorize120+, Aura Extension.
Base Weapon: Improvised Weapons Module.
Cost: 40 MK: 40
Base Damage: 20. Speed: +20.
Primary: Impact. Secondary: -.
Breakage: 0. Fortitude: 20.
Req. Str.: 3 Presence: 30.
Special: Basket, Forgotten Place Forgotten Things, Variable Quality.
Basket: The Luna Impossible weapon needs a character to use a basket or bag of some kind as either primary or secondary weapon. Note that the bag/basket is pretty encumbering, hence the arm used to hold it cannot hold any other weapon. The characteristics indicated are those for a +0Quality Basket/Bag weapon.
Forgotten Place: Luna can be used to defend as if employing a Buckler with all bonuses it grants. Projectiles blocked through Luna are absorbed by it and moved to the Forgotten Place, hence if they had an Area Effect it is dispersed. Physical projectiles will eventually reappear in the place they would have landed if not blocked (they won’t overlap with other physical objects, so they will reappear in the closest possible position, if the exact spot is occupied). The required time is 5 turns for projectiles which Presence is higher than that used by Luna while blocking them, 5 minutes for projectiles which Presence is equal to that used by Luna while blocking them, 5 hours for projectiles which Presence is lower than that used by Luna while blocking them. Owners of Projectiles moved to the Forgotten Place will have to pass a PsR check against a Difficulty equal to current Presence of Luna or forget about the existence of such Projectiles until they reappear from the Forgotten Place.
Forgotten Things: As an Unsheathe action, the user of Luna can spend 5Ki points to grab anyone non-weapon item (but any Improvised Weapon at Master’s Discretion is allowed) of his/her choice whose one-handed Strength Requirement isn’t higher than the character’s own Strength value, directly out of the basket/bag. To determine the base Quality of the item roll a d5 and consult the table below.
1 – The Thing is -5Quality (Fortitude never drops below 1).
2 – The Thing is +0Quality.
3 – The Thing is +5Quality.
4 – The Thing is +10Quality.
5 – The Thing is +15Quality.
Forgotten Things will disappear within 15 seconds after they leave contact with the user of Luna or if they don’t leave contact with the user, they can last for a number of minutes equal to the result of a Memorize check made by the user at the time the items are grabbed.
Variable Quality: At the beginning of each turn roll a d5 to determine the basket/bag Quality and consult the table below.
1 – The Basket is -5Quality.
2 – The Basket is +0Quality.
3 – The Basket is +5Quality.
4 – The Basket is +10Quality.
5 – The Basket is +15Quality.
LUNA MAGISTER
Requirements: Luna, Intelligence13+, Attack180+, Defense180+, Memorize200+, Use of Necessary Energy, Zen.
Base Weapon: As for Luna.
Cost: 30 MK: 30
Choose 3 of the following advantages.
Everything’s Forgotten: Whenever Luna successfully blocks an armed melee attack, the user can automatically make a Disarm check against the opponent. If the Disarm check is successful, the disarmed weapon is moved to the Forgotten Place as if it were a Projectile.
Extended Memory: Time of permanency for Forgotten Things is doubled both if they remain in contact with the character and if they leave it.
Forgotten Legends: Every time the user of Luna uses the Forgotten Things ability while engaged in a lethal fight roll a d100. On a roll of 100, instead of the intended item, the user draws a random Artifact from it (at Game Master’s discretion). The Artifact will remain in play following the same rules for other Forgotten Things, applying the Extended Memory ability, if purchased, unless the character can pass a Memorize check with a difficulty depending on the Artifact Level. If such Memorize check is passed, the Artifact becomes permanent and is no longer returned to the Forgotten Place. The Level of the drawn Artifact as well as the Memorize check difficulty needed to make it permanent is determined by rolling a d10.
1 – Level 1 Artifact. Memorize Check Difficulty: 100
2 – Level 1 Artifact. Memorize Check Difficulty: 150
3 – Level 1+ Artifact. Memorize Check Difficulty: 200
4 – Level 1+ Artifact. Memorize Check Difficulty: 150
5 – Level 2 Artifact. Memorize Check Difficulty: 300
6 – Level 2+ Artifact. Memorize Check Difficulty: 350
7 – Level 3 Artifact. Memorize Check Difficulty: 400
8 – Level 3+ Artifact. Memorize Check Difficulty: 450
9 – Level 4 Artifact. Memorize Check Difficulty: 500
10 - Level 4+ Artifact. Memorize Check Difficulty: 550
Gate to Forgetfulness: The Presence of Luna is considered 40 points higher for calculating all effects of Forgotten Place and Everything’s Forgotten. Items moved to the Forgotten Place whose Presence is 50 points or more lower than Luna’s current Presence are permanently moved to the Forgotten Place and can only be recovered by a Luna user passing a Memorize check against a Difficulty equal to double the item’s Presence. Characters failing the Forgotten Place PsR check by more than 50, permanently forget about the item that got sucked into the Forgotten Place.
Lucky Draw: The user of Luna can roll twice for using Forgotten Things, Variable Quality and Rarest of Things abilities and choose the favored result.
Rarest of Things: Substitute the d5 roll on tables for Forgotten Things and Variable Quality with a d10 roll on the following table.
1 – The Basket/Thing is -10Quality (Fortitude never drops below 1).
2 – The Basket/Thing is -5Quality (Fortitude never drops below 1).
3 – The Basket/Thing is +0Quality.
4 – The Basket/Thing is +5Quality.
5 – The Basket/Thing is +10Quality.
6 – The Basket/Thing is +15Quality.
7 – The Basket/Thing is +20Quality.
8 – The Basket/Thing is +25Quality.
9 – The Basket/Thing is +30Quality.
10 - The Basket/Thing is +35Quality.
Note that +20 or higher Quality items are considered powerful mystical items.
MARS: COMBAT GAUNTLETS
Requirements: Strength10+, Attack 120+, Defense120+, Feats of Strength50+.
Base Weapon: Claws OR Shuko OR Cestus.
Cost: 20 MK: 20
Base Damage: 50. Speed: -5.
Primary: Impact. Secondary: -.
Breakage: 4. Fortitude: 20.
Req. Str.: 10 Presence: 35.
Special: Blocking, Fisticuff Arts, Power Punches, Punch Attacks.
Quality: Combat Gauntlets benefit from Quality Bonuses just like other weapons, plus any Quality Bonus granted by Karate.
Blocking: For each Mars the user does not use to attack in a turn, he/she can add a Buckler bonus to Block rolls. If the character has the Shield Dodge module, he/she can apply the same bonus to Dodge.
Fisticuff Arts: A Mars user can benefit from Aikido, Moai Thai, Boxing, Kempo, Kuan, Judo, Karate martial arts while using the Mars magnus as its base profile.
Power Punches: Before making an attack, a Mars user may make a Feats of Strength check against a difficulty of Almost Impossible. If successful, he/she can add the Constitution Bonus to any Critical Level inflicted, as well as an additional +10 if the attack is a Knock-Out attack.
Punch Attacks: While using Mars, a character cannot attack with any other weapon, nor benefit from any extra attacks except those made with his/her two Mars. The character can still grab objects while wearing Mars, but then he/she cannot fight using this Magnus. Mars are used in couple and the character is considered as dual wielding them. The Initiative already takes into account that the user is dual-wielding with same sized weapons.
MARS MAGISTER
Requirements: Mars, Strength11+, Attack 200+, Defense 200+, Feats of Strength200+, Advanced Boxing, Moai Thai, Grappling, or Pankration.
Base Weapon: As for Mars.
Cost: 30 MK: 30
Choose 3 of the following advantages.
Complete Arts: Add Emp, Seraphite, Godhand, Leminuse, Panzerkunst or Tekken to the Martial Arts which can be used in combination with Mars.
Flooring Knuckle: Mars grants a bonus of +1 to checks for Take Down Maneuvers plus an additional +1 for each +5 Quality bonus.
Haymaker: The user can forfeit the possibility of making more than one attack or any attack maneuver in order to make a single Attack benefitting from +30Damage and dealing an Impact using the user’s Strength.
Improved Blocking: The user can always benefit from two Buckler bonuses even while attacking with Mars, and for each Mars not used to attack in a turn, he/she can add a Full Shield bonus to the Block roll. If the character has the Shield Dodge module, he/she can apply the same bonus to Dodge.
Razer and Destroyer: When using Destruction by Ki, add the user’s Constitution bonus to the final check required to resist the effect and don’t apply the limit of double the user’s Presence.
Roaring Punches: Before rolling for Initiative the user of Mars Magister can make a Feats of Strength check. On a result of Inhuman he/she gains a +3breakage bonus and a +10Critical Level bonus. On a result of Zen he/she also gains +10Base Damage and +1Strength for calculating any Impact dealt. These bonuses apply for the whole turn.
ASTEROIDS:FRAGMENTED WEAPON
Requirements: Will10+, Attack160+, Defense160+, Inhumanity.
Base Weapon: None.
Cost: 60 MK: 60
Base Damage: 60/70. Speed: +10/+5.
Primary: Cut. Secondary: Thrust.
Breakage: 2/3. Fortitude: N/A.
Req. Str.: N/A. Presence: As Base.
Special: Damage, Fragmentation, Fragment Barrier, Fragment Belt, Fragment Spry, Size Dependence.
Quality: Asteroids benefits from any Quality bonus the fragmented weapon has.
Damage: Asteroids doesn’t add the Strength bonus of the user to its Damage.
Fragmentation: Before rolling for Initiative, the user of Asteroids must hold a Medium Sized or Larger weapon in hand and spend 10ki points in order to be able to use the Magnus in that turn. When fragmenting the weapon the user chooses whether to use it for a Fragment Barrier, a Fragment Belt or a Fragment Spry. During following turns the weapon can be kept in the same form without spending any further ki points or it can be shifted to a different Fragmented form at a cost of 5 points or returned to normal at a cost of 1 point. While controlling Asteroids a character cannot make any Attack Action, nor combine it with any Technique or Ars Magnus.
Fragment Barrier: Fragment Barrier grants its user a Supernatural Shield with 200 Resistance Points if generated from a Medium Sized Weapon and 300 Resistance Points if generated from a Large Sized Weapon, regenerating completely its Resistance Points at the beginning of each turn. Whenever the Fragment Barrier blocks an opponent’s melee attack, the offender suffers an Asteroids Attack with a Predetermined Final Attack Value of Almost Impossible plus Asteroid’s Quality Bonus. The user cannot spend Fatigue points to increase Defense Rolls with Fragment Barrier. Such attacks allow no Counterattack.
Fragment Belt: Fragment Belt creates an Asteroids circular belt around the user with a radius of 2m for a Medium Sized Weapon and 3m for a Large Sized Medium. The belt moves with the user who can walk with his normal Movement value, but can’t run. Whenever an individual, friendly or enemy is caught within the belt, he/she will automatically suffer an Asteroids Attack with a Predetermined Final Attack Value of Almost Impossible plus Asteroid’s Quality Bonus. Such attacks allow no Counterattack.
Fragment Spry: Fragment Spry allows its user to make a single Area Attack affecting all individuals in front of him caught within a trail wide 2m and long 4m for a Medium Sized weapon and 6m for a Large Sized weapon, with only a -10 penalty to the Attack Roll. The user cannot spend Fatigue points to increase Attack Rolls with Fragment Spry.
Size Dependence: The first indicated values for Damage, Speed and Breakage is for Asteroids generated from a Medium Weapon, while the second values are for Asteroids generated from Large Weapons. If Asteroids is generated from an Enormous weapon, increase Damage by 10, Breakage by 1, reduce Speed by -5 increase the Fragment Barrier Resistance Points by 100, the Fragment Belt radius by 1m, and the Fragment Spry range by 2m. If Asteroids is generated from a Gigantic weapon, apply the same bonuses and penalties again. Note that the user of Asteroids doesn’t need to be able to actually wield the weapon he/she turns into Asteroids, needing only to hold it somehow before rolling Initiative, in order to fragment it.
ASTEROIDS MAGISTER
Requirements: Asteroids, Willpower11+, Attack200+, Defense200+, Zen.
Base Weapon: -.
Cost: 30 MK: 30
Choose 3 of the following advantages.
Controlled Belt: Only opponents caught within the belt are affected. The user can now move up to once and a half his normal pace Movement.
Improved Spry: Fragment Spry now only hits chosen opponents and has no Attack Roll penalty at all.
Independant Fragments: While using any of the Asteroids attacks or defenses, the user may act on his own, even attacking and using any Magnus or Technique. Any Magnus or Technique used can never affect any of the attacks or defenses made through Asteroids.
Lethality Increment: Each turn the Asteroids user decides to maintain a previously cast Fragment Barrier or Fragment Belt, he/she can choose to spend ki points and Fatigue points to increase by 1 Difficulty Level of The Predetermined Attack value used by these two Asteroid forms. Getting the Difficulty Level from Almost Impossible to Impossible costs 10ki points and 1 Fatigue point. Getting the Difficulty Level from Impossible to Inhuman costs 20ki points and 2 Fatigue points. Getting the Difficulty Level from Inhuman to Zen costs 30ki points and 3 Fatigue points. No more than 1 Difficulty Level increment can be achieved each turn, but once achieved Difficulty Levels Increment will apply to both Fragment Barrier and Fragment Belt forms and remain active for as long as Asteroids is used and the weapon is kept fragmented.
Physical Exploit: The user can spend Fatigue Points to increase the Defense Roll using Fragment Barrier and the Attack Roll using Fragment Spry.
Stronger Barrier: The Fragment Barrier now has 250 Resistance Points if cast from a Medium Sized Weapon and 400 Resistance Points if cast from a Large Sized Weapon, plus 150 Resistance Points for each size increase, instead of +100.
JUPITER: POWER ARMOR
Requirements: Constitution9+, Wear Armor150+, Aura Extension, Energy Armor, Physical Dominion, Inhumanity.
Base Weapon: None.
Cost: 40 MK: 40
Base Damage: 35. Speed: -20.
Primary: Impact. Secondary: -.
Breakage: 4. Fortitude: 55.
Req. Str.: 10 Presence: 55.
AT: Cut9, Imp9, Thr9, Hea5, Ele5, Col5, Ene7
Arm. Req.: 180. Natural Penalty: -80. Mov. Penalty: 7.
Type: Hard Cover: Complete + Head
Special: Heavy Gauntlets, Orichalcum Armor, Physical Augmentation.
Quality: Jupiter Quality Bonus apply both to the weapon and the armor profile.
Heavy Gauntlets: Jupiter comes equipped with two Heavy Gauntlets that can be used for Unarmed attacks using a Base Damage of 35 but a Speed of -20. If at least one arm is left unarmed, the Heavy Gauntlet can be used to Block projectile attacks as if employing a shield. The Base Damage includes the bonus from Aura Extension.
Orichalcum Armor: Jupiter cannot be combined with any other Armor and its armor value includes a full +2 bonus from Energy Armor. Energy AT bonus from ki abilities (not techniques) are fully added to the Armor Value and not halved. If the character has any Elemental Immunity Ki Ability, he/she also gets a bonus to the same Elemental AT equal to the bonus currently granted by ki abilities to Energy AT.
Physical Augmentation: A user of Jupiter can choose one of the following bonuses.
- Better Physique: +2 to Dexterity Checks and +10 to Athleticism checks.
- Extra Muscle: +2 to Strength Checks and +10 to Feats of Strength checks.
- Quicker Movement: +2 to Agility Checks and +1 Movement.
- Stalwart Grit: +2 to Constitution Checks and +10 to Withstand Pain checks.
JUPITER MAGISTER
Requirements: Jupiter, Constitution11+, Wear Armor200+, Arcane Energy Armor, Physical Shield.
Base Weapon: None.
Cost: 30 MK: 30
Choose 3 of the following advantages.
Additional Physical Augmentation: The user may choose an additional Physical Augmentation bonus. This advantage can be chosen up to 3 times, choosing a different Physical Augmentation bonus each time.
Braced Arms: The character can use Enormous weapons without penalties and Giant weapons suffering the same penalties as if using for Enormous. If the character is already capable of wielding Enormous weapons without suffering any penalty, he/she becomes able to wield Giant weapons without penalty.
Extra Layers: Jupiter can now be worn along with additional Armor layers, as long as they’re Soft Armors.
Spiked Gauntlets: When making Unarmed attacks with Jupiter the Base Damage is increased by 10 points, the breakage by 2 points and the Primary Attack Type becomes Thrust, while Impact becomes the Secondary Attack Type.
Sturdy: Halve the effect of Impacts on the user. The user gains a bonus of +2 to all opposed checks to resist Take-Down and Impact effects.
Ultralight: The Armor Requirement for Jupiter goes down by 20 points as well as its Natural Penalty and the Movement reduction is reduced by 2 points.
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ElricOfMelnibone got a reaction from Valdruk in Ars Magnus of the planets
Second part:
SATURN: TORNADO BLADE
Requirements: Dexterity9+, Attack 140+, Sleight of Hand60+, Aura Extension, Inhumanity.
Base Weapon: Ring Blade.
Cost: 30 MK: 30
Base Damage: 55. Speed: +0.
Primary: Cut. Secondary: None.
Breakage: 4. Fortitude: 30.
Req. Str.: 6 Presence: 35.
Special: Backstrike, Bleeding Critical, Lousy Blocking, Puncture Armor, Thrown, Tornado, Two-handed, Wide Reach.
Quality: Saturn benefits from Quality bonuses like any other weapon.
Damage: Indicated Base Damage includes the bonus from Aura Extension. Saturn only adds once the Strength bonus to the Base Damage despite being a Two-Handed weapon.
Backstrike: Saturn can be used to make an attack as if wielding an additional weapon with an Attack penalty of only -10.
Bleeding Critical: Saturn adds +10 to the Critical Level of Criticals inflicted and doubles damage from bleeding.
Lousy Blocking: Block rolls using Saturn suffer a penalty of -20.
Puncture Armor: Saturn ignores 1 point of AT from Soft Armors and when attacking opponents with a Damage Barrier is considered as having +10Base Damage for the purpose of determined whether it can bypass the Damage Barrier only.
Tornado: When making an Area Attack Maneuver, the user of Saturn can spend 10ki points to make it affect all opponents within 3m of the user, apply only a -20Attack Penalty, and inflict to all targets an Impact with a Strength equal to the user’s Power score.
Wide Reach: Saturn can be used to make attacks against opponents up to 2m away from the user and is considered a Large Weapon for the purpose of Area Attacks.
SATURN MAGISTER
Requirements: Dexterity11+, Attack200+, Sleight of Hand200+, Zen.
Base Weapon: As for Saturn.
Cost: 30 MK: 30
Choose 3 of the following advantages.
Buzzsaw Attack: Before rolling for Initiative, the user of Saturn can spend 10ki points to gain an additional penalty free attack that turn and make all attacks as continuous attacks, so that opponents can counterattack only after the user of Buzzsaw Attack has completed the entire attack sequence. All attacks that are part of a Buzzsaw Attack must be directed against the same target.
Cutting Wind: As a Complete Attack Action, the user of Saturn Magister can spend 6ki points to make a Shot Projectile Distance attack against an opponent up to 20m away.
Increased Reach: Saturn can now be used against opponents up to 3m away and can strike up to 2 additional opponents with an Area Attack.
Massive Tornado: The range of the Tornado attack is incremented to 10m.
Sheering Critical: The Critical bonus is increased to +25 and the damage from bleeding is tripled.
Shred Armor: The AT reduction of Soft Armors is increased to 2 and Saturn becomes able to reduce by 1 the AT of Hard Amors. The weapon is considered as having an additional +10Base Damage for determining whether it can bypass or not a Damage Barrier.
URANUS: COMBAT WING
Requirements: Dexterity9+, Attack 120+, Defense120+, Acrobatics50+, Levitation.
Base Weapon: None.
Cost: 30 MK: 40
Base Damage: 60. Speed: +20.
Primary: Impact. Secondary: Cut.
Breakage: 5. Fortitude: 20.
Req. Str.: 5 Presence: As per Character.
Special: Additional Weapon, Area Attacks, Movement Increase, Unusual Attack, Wing Shield.
Quality: Uranus is affected from quality as normal.
Additional Weapon: The use of Uranus precludes the use of any weapon held in the arm (or the arm itself) corresponding to the shoulder it’s attached to, but the user can dual wield with the other arm as normal.
Area Attacks: Uranus is considered a Large Weapon for Area Attacks and it can be used to attack all opponents within 1m.
Movement Increase: Uranus removes all combat penalties for fighting while levitating. Moreover the user has a bonus of +1Movement while Levitating or Flying for each 100 points of Acrobatics he/she has.
Unusual Attack: Uranus can be used to make attacks using the Secondary Attack Type without suffering any penalty.
Wing Shield: Before rolling for Initiative, the user of Uranus may choose to use it for defending. While doing so, it cannot be used for attacking, but grants all bonuses of a Medium Shield to the defense.
URANUS MAGISTER
Requirements: Uranus, Dexterity11+, Attack200+, Defense200+, Acrobatics200+, Flight.
Base Weapon: None.
Cost: 30 MK: 30
Choose 3 of the following advantages.
Heightened Shield: Each Uranus used for defending now confers the defending bonuses of a Full Shield.
Independent Weapons: The user can now attack and/or defend with Uranus independently from his/her arms or any weapon held with them. Unless used for defending, the Uranus attacks suffer from dual-wielding penalties if used in combination with normal attacks. If the character has the Second Wing Magister advantage, the two weapons will attack as one when used in combination with normal attacks, using the profile of a single Uranus, unless the character has the Secondary Weapon Double Strike Module, in which case they will attack using it.
Project Feathers: Before rolling for Initiative, the user of Uranus Magister can spend 6ki points to use it for a single Shot Projectile Distance Attack with a range of 20m, a Base Damage of 30 plus the user’s Power bonus and Thrust Attack Type.
Second Wing: The user has now two Uranus equipped which can act independently.
Wide Area Attack: Uranus can now be used to make Area Attacks against opponents within 3m.
Wind Gusts: If not using Uranus to attack or defend, its user may spend 10ki points to produce Wind Gusts affecting all individuals in front of the user and within 5m of them. Such individuals will suffer an Impact with a Strength equal to the average (rounded down) of the user’s Strength and Dexterity. If the character has the Second Wing Magister advantage, the Wind Gusts will reach up to 7m away from the user and the Impact will receive an extra +2 bonus to the final Strength of the Impact dealt.
NEPTUNE: FIREARMS ADVANCEMENT
Requirements: Intelligence10+, Attack 140+, Science60+, Aura Extension, Inhumanity.
Base Weapon: Matchlock Pistol OR Arquebus OR Projectile Class Module.
Cost: 20 MK: 20
Base Damage: 70. Speed: -10 (Arquebus)/+10 (Matchlock Pistol).
Primary: Thrust. Secondary: -.
Breakage: 5. Fortitude: 10.
Req. Str.: 7 Presence: 20.
Special: Advance Weapon, Heavy Gun, Machine Gun, Reload.
Damage: Indicated Damage includes the bonus from Aura Extension.
Quality: Neptune weapons benefit as normal from the Quality bonus of their Base Weapon.
Advance Weapon: Before rolling for Initiative each turn, the user can spend 1 ki point to advance a single held Matchlock Pistol or Arquebus into an highly advanced Heavy Gun or Machine Gun. The chosen weapon no longer suffers from the Complex rule and it cannot burst in case of Fumble.
Heavy Gun: When using this advancement, the weapon gains a bonus of +2Strength, the Precision special rule, a bonus of +3 to Breakage. Shots from a Heavy Gun negate 1 point of the opponent’s AT.
Machine Gun: When using this advancement, the weapon suffers a penalty of -2Strength, but can be used to shot up to 5 targets within half meter from each with a single Complete Attack Action suffering a -40 Attack Penalty, or to deal d5 attacks against a single target as a single Complete Attack Action, suffering a -40 Attack Penalty.
Reload: Neptune firearms are modified so they can be loaded with slits that host between 6 and 15 rounds and require 1 turn to be reloaded.
NEPTUNE MAGISTER
Requirements: Intelligence11+, Attack 200+, Science200+.
Base Weapon: As for Neptune.
Cost: 30 MK: 30
Choose 2 of the following advantages. May choose to specialize on a single firearm weapon. If you do, you don’t get any Magister bonus while using Neptune with the other weapon, but may choose 3 of the following advantages for the chosen weapon.
Compensating System: The Attack penalty for Complete Attack Actions made with Neptune Machine Guns is cut in half to -20 and Machine Guns only suffer from -1Strength instead of -2.
Elephant Rounds: Neptune Heavy Guns gain a bonus of +10 to their Base Damage, which is increased to +30 when targeting Enormous-sized or bigger creatures. The Shotgun Advancement also benefits from Elephant Rounds.
Shotgun Advancement: This Advancement only works with an Arquebus, cutting in half its effective range. The weapon gains a bonus of +4 Strength, +5 Breakage, and its Criticals gain a bonus of +10Critical Level. Shotgun attacks negate up to 2 points of the target’s AT. Shotgun attacks inflict an Impact with a Strength equal to that of the Shotgun.
Shoulder Cannon Advancement: This Advancement only works with an Arquebus, doubling both its range and Base Damage. This advancement also grants a bonus of +4Strength and +3Breakage. Attacks from a Shoulder Cannon have an Area of Effect with 5m radius and negate up to 1 point of the opponents’ AT. Shoulder Cannon does not benefit from the Reload rule of Neptune and requires 3 full turns to reload each single shot.
Two Hands: The user can now use Neptune with up to two Matchlock Pistols each turn. Each weapon can be given a different Advancement and used independently applying usual rules for dual wielding, with the single exception that using a Complete Attack Action with a Machine Gun does not impede attacking with the other weapon.
Unfathomable Reload: While using one or more Matchlock Pistol Neptune weapons, the user can reload as a Passive Action by passing a Sleight of Hand check against a difficulty of Impossible. The check can be attempted each turn once per weapon.
PLUTO: GHOSTLY BLADE
Requirements: Power9+, Attack 140+, Void Extrusion, Inhumanity.
Base Weapon: None.
Cost: 50 MK: 50
Base Damage: 65. Speed: +10.
Primary: Energy. Secondary: Special.
Breakage: 2. Fortitude: -.
Req. Str.: - Presence: As per Character.
Special: Difficult Dual Wielding, Project Power, Secondary Attack, Soul Eater, Spiritual Luminescence, Unbreakable, Void Area.
Quality: Being a projection of one’s Nemesis, Pluto cannot gain any Quality bonus.
Damage: Attacks from Pluto are material and can be parried as normal despite attacking on Energy AT and they inflict Cold Damage as per the Void Extrusion ability. Pluto adds the user’s Power bonus instead of Strength bonus.
Difficult Dual Wielding: Using Pluto alongside another weapon is completely impossible due to the high concentration required to maintain the Ghostly Weapon. It’s actually possible to become able to summon two Pluto Ghostly Blades at once, but it requires the character to buy the Pluto Magnus a second time. If the character achieves Magister level with this Magnus he/she can apply the same Magister bonus to both Pluto Ghostly Blades if this Magnus was bought twice.
Project Power: As a Complete Attack Action, Pluto can be used to make a Thrown Projectile Distance Attack with Base Damage 30 plus the user’s Power Bonus. Using this ability has a cost of 3ki points.
Secondary Attack: The Secondary Attack Type of Pluto can be either Cut or Thrust.
Soul Eater: Before rolling for an attack with Pluto, the user can choose to make a Soul Eater attack. A Soul Eater Attack has halved Base Damage but inflicts to the opponent a loss of ki points equal to the loss of life points inflicted.
Spiritual Luminescence: Pluto can be used to project a light as if it were a torch.
Unbreakable: Pluto can never be broken.
Void Area: Despite being a Small Weapon, Pluto makes Area Attacks like a Large Weapon.
PLUTO MAGISTER
Requirements: Pluto, Power11+, Attack 200+, One With Nothing.
Base Weapon: None.
Cost: 30 MK: 30
Choose 3 of the following advantages.
Blood Drinker: Whenever Pluto inflicts a Critical on a living target, its user recovers a number of Life Points equal to 1/5 of the Damage inflicted. When inflicting a Critical on Damage Accumulation creatures, divide the number of recovered Life Points by the Damage Accumulation Multiple.
Heart Seeker: Pluto gains the Precision ability.
Increased Damage: Pluto gains a bonus of +20Damage.
Quality Booster: Before rolling for Initiative, the user may spend 1 to 5ki points. Pluto gains a +5 Quality bonus for the entire turn for each ki point spent.
Total Drainer: When using a Soul Eater Attack, Pluto also causes a loss of Zeon Points equal to 10 times inflicted Damage, and a penalty to Psychic Potential and all Summoning Abilities equal to inflicted Damage lasting for one hour.
Traslucent Blade: Pluto Magister grants a bonus of +30 to all Feint Maneuver Rolls.
HALLEY: COMET ORBS
Requirements: Attack 140+, Power 11+, Attack250+, Aura Extension, Zen.
Base Weapon: None.
Cost: 50 MK: 100
Base Damage: 20. Speed: +10.
Primary: Cold. Secondary: Impact.
Breakage: 0. Fortitude: 10.
Req. Str.: NA Presence: That of User.
Special: Alternative Use, Damage, Consume Focus, Eternal ad Vitam, Project Effects, Replicate Effects, Thrown.
Alternative Use: A character can use Offensive Magic Projection or Offensive Psychic Projection 250+ as a prerequisite for Halley, instead of Attack. Also Offensive Projection can be used to attack with it, instead of the user’s Attack Value.
Quality: Halley cannot gain any Quality bonus.
Consume Focus: In order to generate the Comet Orbs used in Haley, the user has to ingest large amounts of radioactive material and contain its side effects by ki. Each time the user attempts absorbing a sizable amount of radioactive material, he/she has to Sacrifice 50Life Points soaking it in his/her own blood and then pass a DR check against a difficulty of 180 or vomit back the material (he/she will have to start again the process). If the user does not vomit the material, he/she has to immediately invest 50ki points to contain its radioactive effects or will immediately acquire the Serious Illness disadvantage. Regardless, if the user doesn’t vomit, he/she has to permanently sacrifice 1 point from a Physical Characteristic of his/her choice. After that, the Comet Orb has been created and can be summoned from inside the body or banished into it at will as a Passive Action. The required Life Points Sacrifice and DR check difficulty is increased by 10 points for each Orb the user already hosts inside his/her body and the ki cost to contain the radioactivity is also increased by 5 points for each Orb the user already hosts inside his/her body. Both Life Points and permanent Physical Characteristic Sacrifices are required each time the ritual is made. The user cannot store more Comet Orbs than his/her Constitution value.
Damage: Indicated Damage includes the bonus from Aura Extension. Halley uses the user’s Power instead of Strength both for calculating maximum range and damage bonus.
Eternal ad Vitam: Once a Comet Orb is formed, it cannot be destroyed. Even if broken, it immediately reforms inside the user’s body within 5 turns. Also, when thrown a Comet Orb explodes on impact, and the user has to wait for it to reform, in order to be able to use it again. Making use of Haley requires anyway at least one free functioning hand by the user.
Replicate Effects: Before rolling for a distance attack through an attack ki technique, an attack or spiritual spell, or an attack psychic power, the user of Haley may use any number of summoned Comet Orbs to immediately replicate it. Comet Orbs that have a supernatural power stored into them due to the Store Effects rule cannot be used for this purpose. Each Comet Orb can be used to replicate no more than one effect each turn. Replication of a supernatural attack does not require any sacrifice or component the original power required, but still has a cost depending on the replicated power. A replicated power can never be maintained or sustained by any mean, although the original casting can be maintained or sustained as normal. The Final Attack/Projection value for the replicated supernatural powers is the same of that achieved for the original power. The cost for replicating effects is following.
- Ki Technique: the user must spend (without need for accumulation) half (round down) the ki cost of the technique, up to a minimum of 1 ki point per used characteristic, for each Comet Orb replicating the effect. “Additional Attacks” and “Limited Additional Attacks” effects cannot be replicated. Resistance Checks caused by the technique only have ¾ of the original difficulty rounded down at multiples of 5.
- Spell: the user must spend (without need for accumulation) half (round down at multiples of 5) the Zeon cost of the spell, up to a minimum of Zeon points equal to the closest multiple of 5 to the Spell Level, for each Comet Orb replicating the effect. A replicated spell can never produce more than a singe attack. Resistance Checks caused by the spell only have ¾ of the original difficulty rounded down at multiples of 5.
- Psychic Power: the user must spend a number of Psychic Points equal to half (round down) the number of Difficulty Levels achieved in the Psychic Potential roll, up to a minimum of 1 Psychic Point, for each Comet Orb replicating the effect. A replicated psychic power can never produce more than a single attack and is cast with the same Psychic Potential value as the original one. Resistance Checks caused by the psychic power only have ¾ of the original difficulty rounded down at multiples of 5.
Store Effects: The user of Haley may store any attack ki technique, attack or spiritual spell, or attack psychic power inside the Orb, by accumulating the required ki or zeon or by passing the required Psychic Potential check. The supernatural power won’t take effect until the orb is thrown successfully at an opponent, but if an opponent fails to defend against the chosen Haley Orb, the supernatural effect contained in it is released and the target is also considered as hit by the stored supernatural power with the same percentage of success as that achieved by the Orb.
HALEY MAGISTER
Requirements: Haley, Pow13+, Constitution13+, Defense250+.
Base Weapon: None.
Cost: 30 MK: 30
Choose 3 of the following advantages.
Defensive Orbs: Haley Magister can be used to block as if employing a Supernatural Shield with 200 Resistance Points for each summoned Comet Orb, regenerating at the beginning of each turn 20 Resistance Points for each summoned Comet Orb.
Improved Storage: The user of Haley Magister can store up to 3 different Supernatural Powers inside a single Comet Orb. All will be released with the impact of the orb against the same target which will be considered as struck by all of them with the same percentage of success of that achieved by the Orb.
Multitask Comets: Comet Orbs with a single stored effect can now be used to replicate effects.
Quality Booster: Before rolling for Initiative, the user may spend 3 to 15ki points. Haley Magister gains a +5 Quality bonus for the entire turn for each 3ki points spent. The Attack bonus will be applied to the Final Attack/Projection value of any Replicated Effect as well. The Block bonus will be applied to defensive rolls made through the Defensive Orbs advantage, if the character takes it.
Reduced Replication Cost: Cost for replicating Ki Techniques is reduced to 1/3 (round down) of the original ki cost. Cost for replicating Spells is reduced to 1/3 (round down at multiples of 5) of the original Zeon cost. Cost for replicating Psychic Powers is reduced to a number of Psychic Points equal to 1/3 (round down) of the number of Difficulty Levels achieved with the Psychic Potential roll. The minimum replication cost remains the same.
Replicate Others: Whenever defending successfully against a Distance Attack Ki Technique, Attack or Spiritual Spell, or Attack Psychic Power, the user may immediately use any number of Comet Orbs to replicate the effect against the offender, following exactly the same rules and limits as for replicating his/her own effects.
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ElricOfMelnibone got a reaction from Michael_The in New Techniques
To BAoT: I just read your techniques. I really love Predetermined Attack/Defense techniques, but to have them work right, you need to improve the Predetermined Attack and Defense rolls at higher levels. The best build for a character with Predetermined Techniques, is a character who spends 0 on both Attack/Defense and spends all Combat DPs on Accumulations, Ki Points and MK. A value of 240 is really amazing at low levels, but gets almost useless once your characters reach level 7 or so. Also, at least a Level2 Defensive Maintained technique should be added to the tree and the Level1 Defensive Technique should be maintained too. My suggestion is using Predetermined attack 280 or 320 for Level2 attack techniques and Predetermined Defense 320 for defensive techniques. As for a Level3 Attack technique, Predetermined Attack 440 should be a must.
My two cents, of course.
To Michael_The: I wouldn't build Lastaroth Marcoshias as a Technician with Techniques. I'd rather build him as a Warrior/Weapon Master with Orochi's Blood, Berserk Magnus, and either Zemial Elan or a blood legacy similar to that of Romeo Exxet, but working with Shajads instead of Beryls, so he could have high Elan with both Zemial, Noah, and/or Meseguis. Oh, aside from the Legislator(s), I'd probably grant Lastaroth also an Artifact Tattoo (the cross on the back...after all flames sprout from his back, don't they?!). As for Damien I'd probably build him as a Warrior Mentalist with at least Electrokinesis and Clairvoyance psychic disciplines. I know he's officially a Technician, but I don't see he much like that and a Warrior Mentalist build just works better on him, on my opinion. Also remember that he almost always travels with Justina, who's officially an Acrobatic Warrior, but is also known to be a master of Nemesis.
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ElricOfMelnibone got a reaction from Valdruk in In need of a Divine Class(cleric)/System
Here is the cleric class for all Shajads/Beryls.
CLERIC (WARLOCK):
A Warlock may choose to “specialize” as a Cleric. This can be done either at character’s creation, when switching class to Warlock or at any level-up if the character is already a Warlock.
A character must have at least 25 points of Elan with anyone Beril, Shajad, or Grey One in order to be or become a Cleric.
A Cleric cannot change his class. A Cleric can have Elan only with a single Beril/Shajad/Grey One and should his Elan Level ever fall below 25, it automatically becomes a Warlock of the same Level. Whenever the Cleric does something that goes against the creed of his patron Beril/Shajad/Grey One, he loses twice the usual amount of Elan points.
A Cleric applies a special bonus of +5Elan per Level. This Elan bonus does not grant any additional power nor eligibility to higher level powers, but is taken into account when calculating the effects of Elan Powers that refer to the Elan Level of the character, and for this purpose only, the character can be considered as having Elan higher than 100.
Also, each Cleric has different characteristics depending on the Beril/Shajad/Grey One he’s aligned with, hence follows a description of each of them. No Cleric can use Natural Magic Theorem. A Cleric ignores the Forbidden Bond rule of Subpaths.
A Michael Cleric does not apply the +5 Dodge Class Innate Bonus, but a Class Innate Bonus of +10 to the Wear Armor and Medicine Abilities per Level. A Michael Cleric can only use Spells from the Light, Creation, Water, and Essence Paths, as well as Protection and Peace Subpaths. A Michael Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Esoteros Archanum and can never apply Spheres of Cognos Archanum.
BREAKDOWN:
PENALTIES: No +5Dodge/Level. Use only Light, Creation, Water, Essence, Protection, Peace spells. Must have Sphere from Esoteros Archanum to use Archana Sephira. No Cognos Archanum. Limited to Michael Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +10Wear Armor/Level. +10Medicine/Level. +5Elan Level/Level.
A Zemial Cleric does not apply the +5 Block or Dodge Class Innate Bonus, but applies a Class Innate Bonus of +10 to Feats of Strength, Withstand Pain, and Athleticism per Level. A Zemial Cleric also applies an extra +10Life Points per Level and +5MK per Level. A Zemial Cleric can only use Spells from the Darkness, Destruction, Fire, Necromancy Paths, as well as the Blood and Void Subpaths. A Zemial Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Bellum Domini Archanum, and can never apply spheres of Potestas Archanum.
BREAKDOWN:
PENALTIES: No +5Dodge/Level. No +5Block/Level. Use only Darkness, Destruction, Fire, Necromancy, Blood, Void spells. Must have sphere from Bellum Domini Archanum to use Archana Sephira. No Potestas Archanum. Limited to Zemial Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +25MK/Level. +20Life Points/Level. +10Withstand Pain/Level. +10Feats of Strength/Level. +10Athleticism/Level. +5Elan Level/Level.
An Uriel Cleric does not apply the +5 Attack or Block Class Innate Bonus, but applies a Class Innate Bonus of +10 to Acrobatics, Jump, and Ki Concealment Abilities, and a Class Innate Bonus of +5 to Hide and Stealth Abilities per Level. An Uriel Cleric also applies an extra +5 Initiative per Level. An Uriel Cleric can only use Spells from the Light, Air, Water, and Illusion, as well as the Chaos and Divination Subpaths. An Uriel Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Esoteros Archanum, and can never apply any Sphere from the Cognos Archanum.
BREAKDOWN:
PENALTIES: No +5Attack/Level. No +5Block/Level. Use only Light, Air, Water, Illusion, Chaos, Divination spells. Must have sphere from Esoteros Archanum to use Archana Sephira. No Cognos Archanum. Limited to Uriel Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +10Initiative/Level. +5Hide/Level. +5Stealth/Level. +10Acrobatics/Level. +10Jump/Level. +10Ki Concealment/Level. +5Elan Level/Level.
A Jedah Cleric does not apply the +5 Dodge Class Innate Bonus, but applies a Class Innate Bonus of +5 to Wear Armor, and all Social Secondary Abilities per Level. A Jedah Cleric can only use Spells from the Darkness, Creation, Illusion, and Necromancy Paths, as well as the Letters and Nobility Subpaths. A Jedah Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Cognos Archanum, and can never apply any Sphere from the Esoteros Archanum.
BREAKDOWN:
PENALTIES: No +5Dodge/Level. Use only Darkness, Creation, Illusion, Necromancy, Letters, Nobility spells. Must have sphere from Cognos Archanum to use Archana Sephira. No Esoteros Archanum. Limited to Jedah Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +5Wear Armor/Level. +5Socials/Level. +5Elan Level/Level.
A Gabriel Cleric does not apply the +5 Attack Class Innate Bonus, but applies a Class Innate Bonus of +10 to Art, Music, and Persuasion Secondary Abilities per Level. A Gabriel Cleric can only use Spells from the Light, Creation, Air, and Essence Paths, as well as the Peace and Music Subpaths. A Gabriel Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Potestas Archanum, and can never apply any Sphere from the Bellum Domini Archanum.
BREAKDOWN:
PENALTIES: No +5Attack/Level. Use only Light, Creation, Air, Essence, Peace, Music spells. Must have sphere from Potestas Archanum to use Archana Sephira. No Bellum Domini Archanum. Limited to Gabriel Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +10Art/Level. +10Music/Level. +10Persuasion/Level. +5Elan Level/Level.
A Noah Cleric does not apply the +5 Dodge and Magic Appraisal Class Innate Bonus, but applies a Class Innate bonus of +10 to Wear Armor, and a Class Innate Bonus of +5 to Withstand Pain, and Feats of Strength Secondary Abilities per Level. A Noah Cleric also applies an extra +5Life Points per Level. A Noah Cleric can only use Spells from the Darkness, Destruction, Fire, and Earth Paths, as well as the War and Blood Subpaths. A Noah Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Bellum Domini Archanum, and can never apply any Sphere from the Potestas Archanum.
BREAKDOWN:
PENALTIES: No +5Dodge/Level. No +5Magic Appraisal/Level. Use only Darkness, Destruction, Fire, Earth, War, Blood spells. Must have sphere from Bellum Domini Archanum to use Archana Sephira. No Potestas Archanum. Limited to Noah Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +10Wear Armor/Level. +5Withstand Pain/Level. +5Feats of Strengh/Level. +15Life Points/Level. +5Elan Level/Level.
A Raphael Cleric does not apply the +5 Block Class Innate Bonus, but applies a Class Innate Bonus of +10 to Animals, Herbal Lore, and Medicine Secondary Abilities per Level. A Raphael Cleric can only use Spells from the Light, Water, Earth, and Essence paths, as well as the Animal and Plant Subpath. A Raphael Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Potestas Archanum, and can never apply any Sphere from the Bellum Domini Archanum.
BREAKDOWN:
PENALTIES: No +5Block/Level. Use only Light, Water, Earth, Essence, Animal, Plant spells. Must have sphere from Potestas Archanum to use Archana Sephira. No Bellum Domini Archanum. Limited to Raphael Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +10Animals/Level. +10Herbal Lore/Level. +10Medicine/Level. +5Elan Level/Level.
An Erebus Cleric does not apply the +5 Dodge Class Innate Bonus, but applies a +10 Class Innate Bonus to Occult per Level. An Erebus Cleric also applies a bonus of +5ML per Level. They can only use Spells from the Darkness, Creation, Essence, and Illusion Paths, as well as the Dreams and Shadow Subpaths. An Erebus Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Cognos Archanum, and can never apply any Sphere from the Esoteros Archanum.
BREAKDOWN:
PENALTIES: No +5Dodge/Level. Use only Darkness, Creation, Essence, Illusion, Dreams, Shadow spells. Must have sphere from Cognos Archanum to use Archana Sephira. No Esoteros Archanum. Limited to Erebus Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +5ML/Level. +10Occult/Level. +5Elan Level/Level.
An Azrael Cleric does not apply the +5 Dodge and Magic Appraisal Class Innate Bonus, but applies an Innate Class Bonus of +5 to Wear Armor, and Leadership per Level. An Azrael Cleric also applies an extra +5MK per Level. An Azrael Cleric can only use Spells from the Light, Destruction, Fire, and Air Paths, as well as the War and Guardian Subpaths. An Azrael Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Bellum Domini Archanum, and can never apply any Sphere from the Potestas Archanum.
BREAKDOWN:
PENALTIES: No +5Dodge/Level. No +5Magic Appraisal/Level. Use only Light, Destruction, Fire, Air, War, Guardian spells. Must have sphere from Bellum Domini Archanum to use Archana Sephira. No Potestas Archanum. Limited to Azrael Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +25MK/Level. +5Wear Armor/Level, +5Leadership/Level. +5Elan Level/Level.
An Abaddon Cleric does not apply the +5 Block Class Innate Bonus, but applies a Class Innate bonus of +5 to Wear Armor, and a +10 Class Innate Bonus to Persuasion and Occult per Level. An Abaddon Cleric can only use Spells from the Darkness, Fire, Essence, and Necromancy paths, as well as the Sin and Animal Subpaths. An Abaddon Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Potestas Archanum, and can never apply any Sphere from the Bellum Domini Archanum.
BREAKDOWN:
PENALTIES: No +5Block/Level. Use only Darkness, Fire, Essence, Necromancy, Sin, Animal spells. Must have sphere from Potestas Archanum to use Archana Sephira. No Bellum Domini Archanum. Limited to Abaddon Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +5Wear Armor/Level. +10Persuasion/Level. +10Occult/Level. +5Elan Level/Level.
A Barakiel Cleric does not apply the +5 Dodge Class Innate Bonus, but applies a Class Innate Bonus of +5 to Wear Armor per Level, and a Class Innate Bonus of +10 to Style, and Science per Level. A Barakiel Cleric can only use Spells from the Light, Creation, Essence, Necromancy Paths, as well as the Nobility and Law Subpaths. A Barakiel Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Cognos Archanum, and can never apply any Sphere from the Esoteros Archanum.
BREAKDOWN:
PENALTIES: No +5Dodge/Level. Use only Light, Creation, Essence, Necromancy, Nobility, Law spells. Must have sphere from Cognos Archanum to use Archana Sephira. No Esoteros Archanum. Limited to Barakiel Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +5Wear Armor/Level. +10Science/Level. +10Style/Level. +5Elan Level/Level.
An Eriol Cleric does not apply the +5 Attack or Block Class Innate Bonus, but applies a Class Innate Bonus of +10 to Hide, Stealth, and Ki Concealment Abilities per Level, and a Class Innate Bonus of +5 to Acrobatics, and Jump per Level. An Eriol Cleric also applies an extra +5 Initiative per Level. An Eriol Cleric can only use Spells from the Darkness, Air, Fire, and Illusion Paths, as well as the Chaos and Dreams Subpaths. An Eriol Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Esoteros Archanum, and can never apply any Sphere from the Cognos Archanum.
BREAKDOWN:
PENALTIES: No +5Attack/Level. No +5Block/Level. Use only Darkness, Air, Fire, Illusion, Chaos, Dreams spells. Must have sphere from Esoteros Archanum to use Archana Sephira. No Cognos Archanum. Limited to Eriol Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +10Initiative/Level. +10Hide/Level. +10Stealth/Level. +5Acrobatics/Level. +10Ki Concealment/Level. +5Jump/Level. +5Elan Level/Level.
An Edamiel Cleric does not apply the +5 Dodge Class Innate Bonus, but applies a Class Innate Bonus of +5 to Wear Armor per Level, and a Class Innate Bonus of +10 to Persuasion, and Composure per Level. An Edamiel Cleric can only use Spells from the Light, Destruction, Water, and Necromancy Paths, as well as the Void and Sin Subpaths. An Edamiel Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Esoteros Archanum, and can never apply any Sphere from the Cognos Archanum.
BREAKDOWN:
PENALTIES: No +5Dodge/Level. Use only Light, Destruction, Water, Necromancy, Void, Sin spells. Must have sphere from Esoteros Archanum to use Archana Sephira. No Cognos Archanum. Limited to Edamiel Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +5Wear Armor/Level. +10Composure/Level. +10Persuasion/Level. +5Elan Level/Level.
A Meseguis Cleric does not have the +5 Dodge Class Innate Bonus, but applies a Class Innate Bonus of +5 to Withstand Pain and Composure Secondary Abilities per Level. A Meseguis Cleric also applies an extra +5MK per Level. A Meseguis Cleric can only use Spells from the Darkness, Destruction, Earth, and Necromancy Paths, as well as the Death and Protection Subpaths. A Meseguis Cleric cannot benefit from Spheres from the Arcana Sephira unless he/she has at least one Sphere from the Bellum Domini Archanum, and can never apply any Sphere from the Potestas Archanum.
BREAKDOWN:
PENALTIES: No +5Dodge/Level. Use only Darkness, Destruction, Earth, Necromancy, Death, Protection spells. Must have sphere from Bellum Domini Archanum to use Archana Sephira. No Potestas Archanum. Limited to Meseguis Elan. Cannot change class. Loses class if Elan drops below 25. No Natural Magic.
BONUS: +25MK/Level. +5Composure/Level. +5Withstand Pain/Level. +5Elan Level/Level.
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ElricOfMelnibone got a reaction from Valdruk in New Techniques
Starbow Break's MK cost should be 85.
AND NOW, the techniques for Cobtaig.
Since his character is the kind of guy who wishes to kill only when necessary I've designed a set of techniques which are supposed to grant complete versatility to the character, allowing him to choose from time to time how to fight and finish a fight. Doing these techniques was very entertaining and I'm rather satisfied with the result. I can only hope Cobtaig feels the same!
BAI JIÀN
Created by a hermit sword master of Shivat, Bai Jiàn (The White Sword) was taught only to very few disciples. The principle of this harmonious sword style, taking energy from Light and Air elements, is that a fighter should always have the option to choose whether to end the opponent’s life or spare it. In order to do so, the master of Bai Jian develops strong defensive techniques that allow him/her to weather off most fights without being too pressed, along with powerful but versatile attack techniques.
Techniques: 5 Total MK: 350.
WÁNMĚI FÁNGYÙ
Level 1
The basilar technique of Bai Jiàn, Wánměi Fángyù (Perfect Defense) is a technique that allows its user to defend proficiently against several attacks, allowing him to maintain a balanced and calm thinking even in the midst of a fray. This technique allows its user to make up to make up to 4 Penalty Free Defenses per turn. This technique can be maintained through following turns. The effects of this technique can be combined with those of other Combinable techniques of Bai Jiàn.
Effects: +3Additional Defenses, Maintained, Combinable, -1Ki.
Disadvantages: Elemental Bond (Air/Light).
DEX3 (Maint.1) / AGI3 (Maint.1) / POW3 (Maint.1)
MK: 30
BÀI SHǍNDIÀN
Level 1
More options allow more choices. With this saying, the white hermit teaches his disciples Bài Shǎndiàn, White Lightning, a technique allowing them to constantly unleash a flurry of attacks at opponents. This technique allows its user to make up to make up to 4 Penalty Free Attacks per turn. This technique can be maintained through following turns.
Effects: +3Additional Limited Attacks, Maintained, -2Ki.
Disadvantages: Elemental Bond (Air/Light).
DEX5 (Maint.1) / AGI5 (Maint.1) / POW5 (Maint.1)
MK: 35
ZHÈNGYÌ JÌNGZI
Level 2
Designed to work in conjunction with Wánměi Fángyù, Zhèngyì Jìngzi (Justice Mirror) was designed to unleash the opponent’s strength and killing instinct against itself. This technique allows its user to Reflect a successfully defended attack against the offender, with a Final Attack value equal to that scored by the Attacker. The effects of this technique can be combined with those of other Combinable techniques of Bai Jiàn.
Effects: Reflect Attack, Combinable.
Disadvantages: Elemental Bond (Air/Light).
DEX8 / AGI8 / POW8
MK: 40
ZUÌHÒU JÙZI
Level 2
This technique is taught to the disciples of Bai Jiàn only after they have learned the first three. In fact this technique is a fast and extremely precise attack that can be used either to kill or to disable the opponent. Only a warrior who has mastered the correct use of the three previous techniques can really assess the correct use of Zuìhòu Jùzi, Final Sentence, on each opponent. The use of this technique is extremely taxing for the body, so the user will take full responsibility each time he uses this lethal technique. This technique grants its user a bonus of +150 to Initiative and allows him to make an attack with a bonus of +125 to the Attack roll and reducing penalties of an Aimed Attack by up to -100. In order to use this technique, the user must spend 6 Fatigue Points in addition to accumulated ki.
Effects: +150Initiative, +125Attack, -100Aim, -1Ki.
Disadvantages: Elemental Bond (Air/Light), -6Fatigue.
DEX14 / AGI14 / POW14
MK: 65
SHÍJIĀN PÍNGBÌ
Level 3
Only once a disciple of Bai Jiàn has mastered all other techniques can he learn the final technique of the school, a technique that makes their guard practically unbreakable, stopping time with each attack, hence the name Shíjiān Píngbì (Time Shield). This blocks completely the enemies, granting the master of Bai Jiàn to choose about their destiny with complete freedom and an absolutely cold and calm mind. This technique allows its user to make a defense with a bonus of +200 to the Block roll. If the attack is successfully Blocked by the user, the offender must pass a PhR check against a difficulty of 200 or suffer from Total Paralysis for a number of turns equal to the Failure Level. The effects of this technique can be combined with those of other Combinable techniques of Bai Jiàn.
Effects: +200Block, Supernatural State (PhR200, Total Paralysis, Physical Contact), Combinable, -1Ki.
Disadvantages: Elemental Bond (Air/Light).
DEX28 / AGI28 / POW28
MK: 180
PS - Names of the Techniques are in traditional Chinese. For correct pronunciation use Google Translate or something like this (I used Google Translate to translate the names from English to Chinese, so if the translation are not correct make me know about it).
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ElricOfMelnibone got a reaction from Prinnygod in Gems Presence.
I can tell you from Prometheum Exxet that the base for Gems is 20. Diamonds are worth +10 Presence and Black Pearls are worth +30 (must be really rare in Gaia).
Personally I'd go for a +10 for Sapphire, Ruby and Emerald too (and Aquamarine), since these are the most precious gems around. For other pretty precious and rare gems (and pearls) I'd go for a +5, +0 for others.
A ring or pendant or diadem base Presence is 10, but it gains +5 if made of Black Steel or marble, +10 for White Steel, +15 for Illuminati (I don't know what's that, anyway), +20 for Electra and Ghestal, +50 for Malebolgia. I suppose Star Metal should also account for a +50. The base for a Signet, a Mirror, a Orb, or a Crown is 30, 25 for a bracelet. A Mystical SIgnet has base presence 40. A belt has base presence 20. A vest 15.
Also, the work done on the gem, its size and quality make a huge difference.
Bad quality: -10.
Normal quality: 0.
Magistral Quality (+5): +50.
Unique Masterpiece (+10): +100.
Finally Tattoos.
Simple: 20
Complex: 40
Master Piece: 60
Great Size: +20
I hope this helps.
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ElricOfMelnibone got a reaction from Prinnygod in Block vs. Dodge?
If you're new to the forum, welcome! Just to make you know: the Second Weapon Defensive Style Module can be used with Dodge as well as Block. It seems strange, but I suppose that since Dual Wield is a typical option for acrobatic warriors and assassins all around, they wanted it to work with ALL kind of characters that used it. Of course a Blocking character can maximize the effects by using weapon+shield.
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ElricOfMelnibone got a reaction from Prinnygod in New Races - Homebrewed Races
And here's the space for all your Homebrewed Races for Anima. It's pretty clear that the races in the rulebooks are only the most common and that some others might exist. I'm eager to see any of your creations. Here are my children.
DVERGR:
Dwarf Size: Despite Strength and Constituition, maximum size is 15. Always have minimum Height and maximum Weight for their Size class.
Uncommon Physic: +2 Constitution and +1 Strength, cannot Deduct Two Points from a Characteristic Disadvantage to lower their Constitution or Strength. Maximum Constitution and Strength are 13. Can reach Inhuman-Difficulty levels in actions involving Strength or Constitution.
Resistance: +25 Magic, Venom and Physical Resistance, +10 to Psychic and Disease Resistance. Cannot buy Susceptible to Poisons, Susceptible to Magic, Physical Weakness, Sickly and Serious Illness, Easily Possessed, Severe Allergy, Atrophied Limb.
Withstand Fatigue: +2 Fatigue.
Slow Moving: -2 Movement.
Magic and Psychic Null: Cannot have The Gift, See Supernatural, Access to a Psychic Discipline, Access to Any Psychic Discipline, Access to Natural Psychic Powers Advantages. Cannot allocate DPs to Primary Supernatural and Psychic Abilities. Cannot be of any Class from the Mystic or Psychic Archetype.
Unattractive: Deduct 2 from Appearance. Can buy Unattractive even if they have 5 Appearance (going to 3 Appearance). Cannot buy Charm Advantage.
Wear Armor Bonus: +40 Wear Armor.
Withstand Death: Automatically overcome Between Life and Death checks.
Quick Healing: Add 5 points to Regeneration.
Natural Abilities and Inabilities: Starts with -10 Acrobatics, +10 Athleticism, +15 Climb, -15 Ride, -20 Swim, +5 Search, +5 Appraisal, -5 Herbal Lore, +10 Memorize, -15 Navigation, -15 Occult, +10 Science, +20 Withstand Pain, +5 Composure, -20 Stealth, +10 Trap Lore, +10 Lock Picking, -20 Dance, +20 Forging.
Warrior Path: Only Elan accessible for Dvergrs is Noah.
Level Modifier: +1.
DVERGR NEPHILIM:
Stout: -2 Size and cannot increase it using Uncommon Size Advantage. Always have minimum Height and maximum Weight for their Size class.
Resistance: +15 Magic, Venom and Physical Resistance. Cannot buy Susceptible to Poisons, Susceptible to Magic or Physical Weakness.
Uncommon Constitution: +1 Constitution, cannot Deduct Two Points from a Characteristic Disadvantage to lower their Constitution. Maximum Constitution is 13.
Withstand Fatigue: +1 Fatigue.
Slow Moving: -1 Movement.
Magic Null: Cannot have The Gift or See Supernatural Advantages. Cannot allocate DPs to Primary Supernatural Abilities. Cannot be of any Class from the Mystic Archetype or intersecting the Mystic Archetype.
Uncharming: Deduct 1 from Appearance. Can buy Unattractive even if they have 6 Appearance (going to 4 Appearance). Cannot buy Charm Advantage.
Wear Armor Bonus: +20 Wear Armor.
Natural Abilities and Inabilities: Starts with -5 Acrobatics, +5 Athleticism, +10 Climb, -5 Ride, -10 Swim, +5 Search, +5 Appraisal, -5 Herbal Lore, +10 Memorize, -10 Navigation, -10 Occult, +5 Science, +10 Withstand Pain, -10 Stealth, +5 Trap Lore, +5 Lock Picking, -10 Dance, +10 Forging.
Immortal Soul: -3 XP per session.
As a few might have understood, Dvergr are no more than Dwarves. They have a particular story in my Gaia setting though. They have been created long ago by Noah, specifically to be his personal children. They have many aspects resembling typical fantasy dwarves but an especially strong sense of competition and tendecy to get better at whatever they do, although their complete lack for The Gift and Psychic Potential somehow put them to a disadvantage compared to other races. They had minor scorns with all other races, but somehow always had a tendency to remain neutral, not because unwilling to fight but because they see fighting only as a mean of improving. If they can get better, than they fight, otherwise they find no reason too. Anyway, after Christ's crusade, the Dvergr decided to delve deep into the mountains that were their homes (the mountain range separating Moth from Goldar) and cancelled all records of their existence. They actually helped a bit during Rah's incursions in Hendell, but then disappeared again (after firming a pact with the local authorities that made so that their appearance was never to be recorded anywhere. There aren't even tales about them. They mantain actually some very sparce relations with Samael. They enjoy the help of other races for all that concerns spells and stuff like that, since they lack the necessary skills to perform such feats. On the other hand, they have often offered shelter to a few Samael members (also very important ones). They tend to have pretty good relationship with "anyone" they have relationship with (which are almost no-one). Practically the whole community is in the mountain and there are no other Dvergr pockets around Gaia, but sometimes Dvergr are sent as scouts around the territory to gather information (nevertheless they are very very rare adventurers). Despite being unable to use magic as it is, Dvergr with incredibly high forging skills (Inhuman-Zen level in Forge Checks) are able to somehow bind supernatural forces to their creations. Of course with years they have specialized in creating artifacts that are capable of disguise their true appearance. They have some very minor role in my plot, because of their isolationism, even though if things get BIG they might decide to show up (and yest, their King is a Level16 Weaponmaster named Alviss, with a humble base forge value of 405), but it's very hard getting them to go out of the mountain, since they have made SECRECY theit top priority (no note of their existence even on Tol Rauko or Inquisition documents). Actually the good side of having such secrecy is that even if one were to be witnessed he would probably be mistook for some deformed man and not a representative of a different race. But it's not like they want to take such a chance...
Needless to say, Nephilims are of the rarest kind (Dvergr were always few...). They often witness in dreams memories of their past battles. No Nephilim so far was born from a Dvergr that didn't die in battle.
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ElricOfMelnibone got a reaction from Prinnygod in New Races - Homebrewed Races
I'm not asking for flowers (although cameratism between us dwarf-lovers is important). I simply hope someone will find it interesting or fun playing such race. It's level modifier was calculated on comparison to other races, although I had to "invent" on the "weight" of some drawbacks...
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ElricOfMelnibone got a reaction from Michael_The in New Techniques
Here is what I created for a Walter-like character. Hope you like it!
THREAD OF THE ANGEL OF DEATH:
Certainly more than an entity through the history of Gaia carried the title of “Angel of Death”, still, one of the most dangerous was a powerful Vetala Nephilim from Arlan, whose complete name has long been forgotten and is now only mentioned as Walter. This man achieved a complete control upon himself and fought using the Cancer Magnus, developing a few techniques to be used with the lethal mono-thread. These techniques caused the death of many an opponent and even entire armies, and are to this day considered the most exquisite expression of Cancer Magnus.
Techniques: 5 Total MK: 350.
THE UNSEEN TRAP
Level 1
Developed to exalt Cancer trapping ability, The Unseen Trap makes even more difficult to follow the movement of the mono-threads and binds the opponent with extreme precision and terrifying strength. This technique allows its user to make a penalty free Trap Attack, with a bonus of +4 to the opposed Strength check, if successful. The target of this attack will need to perform a Notice Check against a difficult of Almost Impossible (240) or suffer the Surprise penalty to his Defense roll. This technique can only be employed by characters fighting with a mono-thread employing Cancer Magnus.
Effects: -25Trap, Disguised Attack (240), +4Strength.
Disadvantages: Generic Weapon Bond (Mono-Thread).
DEX7 / CON7 / POW7
MK: 20
INVISIBLE SLAUGHTER
Level 1
By employing ki, the Cancer user extends several mono-threads in all directions, cutting through all those that stand around him, before they even understand what’s murdering them. This technique allows its user to make an attack affecting all chosen targets within 10m. Targets of this attack will need to perform a Notice Check against a difficult of Almost Impossible (240) or suffer the Surprise penalty to their Defense roll. This technique can only be employed by characters fighting with a mono-thread employing Cancer Magnus.
Effects: 10m Area Attack (Target’s Choice), Disguised Attack (240).
Disadvantages: Generic Weapon Bond (Mono-Thread).
DEX5 / CON5 / POW5
MK: 30
SHADOW EXECUTIONER
Level 2
Shadow Executioner was Walter’s favoured technique to face off opponents of tremendous resilience, a technique that charged the mono-thread with such a great power that opponents were likely cut in half by it. This technique allows its user to make an attack with a Bonus of +100 to Base Damage and, if it scores a Critical, a bonus of +75 to the Critical Level. The Target of this attack will need to perform a Notice Check against a difficult of Inhuman (320) or suffer the Surprise penalty to his Defense roll. This technique can only be employed by characters fighting with a mono-thread employing Cancer Magnus.
Effects: +100Damage, +75Critical, Disguised Attack (320).
Disadvantages: Generic Weapon Bond (Mono-Thread).
DEX11 / CON11 / POW11
MK: 65
KILLER VOID
Level 2
This monstrous defensive stance surrounds the Cancer user with cutting wires that intercept all sort of incoming attacks. More importantly, the wires will close on anyone approaching the user, cutting it to pieces. Unfortunately the technique is extremely taxing for the user’s body and requires an incredible amount of ki to work. This technique allows its user to make up to 7 Penalty Free Defenses per turn with a bonus of +90 to the Dodge Roll. If anyone of these defenses is successful, the character can make an Additional Independent counterattack, with a Bonus of +100 to the Attack roll. The Target of this attack will need to perform a Notice Check against a difficult of Inhuman (320) or suffer the Surprise penalty to his Defense roll. This technique can be Maintained through following turns. This technique can only be employed by characters fighting with a mono-thread employing Cancer Magnus. After interrupting maintenance of this technique, the user will suffer from an All Action Penalty of -100 that recovers at a rate of -5 per turn.
Effects: +6Additional Defenses, +90Dodge, +100Counterattack, Disguised Attack (320), +1Limited Additional Attack, Maintained.
Disadvantages: Generic Weapon Bond (Mono-Thread), -100All Action Penalty.
DEX28 (Maint.9) / CON28 (Maint.9) / POW28 (Maint.9)
MK: 95
NIGHT STRINGS
Level 3
The final ability for a Cancer user, Night Strings allows using the mono-thread to take control of an opponent, maneuvering each of his movements as if it were a mere puppet. This technique allows its user to make an Attack with a bonus of +75 to the Attack roll. If the attack hits the target, ignoring Armor, it must pass a PhR check against a difficulty of 200 or be Controlled by the user for one hour per 10 points of failure. The Target of this attack will need to perform a Notice Check against a difficult of Zen (440) or suffer the Surprise penalty to his Defense roll. This technique has the Predetermined Disadvantage. This technique can only be employed by characters fighting with a mono-thread employing Cancer Magnus.
Effects: +75Attack, Supernatural State (PhR200, Control, Physical Contact), Disguised Attack (440).
Disadvantages: Generic Weapon Bond (Mono-Thread), Predetermined.
DEX25 / CON25 / POW25
MK: 140
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ElricOfMelnibone got a reaction from Drake Masters in Spells from Core Exxet
My bad! You are right! You know...copy-paste tends to cause such problems! I just forgot to substitute the Spell Name with Provide Soul (Radius of Omniscence is Light Level88), hence the Level88 Creation Spell IS STILL Provide Soul and works as normal, with the Presence limits indicated ad varying Casting Level.
Thanks for noticing. I'm going to fix it right away!
