Reinforcement
Reinforcement makes the caster's subject tougher, stronger or otherwise making them more powerful.
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Barrier
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Create additional defences.
Attribute: Willpower
Type: Enhancement
Requirements: None
Duration: Maintenance
Action Points: 5 AP + Maintenance Cost
Cool Down: Maintenance
Range: Touch
Rank 1
Barrier - A mystic shield of Force helps to absorb damage, increasing Armour by 1 but costing 2 AP per turn to keep active.
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Rank 2
Easier Casting - Reduce the AP cost by 1.
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Rank 3
Ranged Barrier - Increase the range to cast the spell up to 10m.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Enhancement
Requirements: None
Duration: Maintenance
Action Points: 5 AP + Maintenance Cost
Cool Down: Maintenance
Range: Touch
Rank 1
Barrier - A mystic shield of Force helps to absorb damage, increasing Armour by 1 but costing 2 AP per turn to keep active.
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Rank 2
Easier Casting - Reduce the AP cost by 1.
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Rank 3
Ranged Barrier - Increase the range to cast the spell up to 10m.
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Rank 4
(Level 5 and higher)
Stronger Barrier - Increase the AP bonus by 1.
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-- Or --
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Shattered Barrier - Keep tracks of damage the character recieves for 3 rounds. At a cost of 3 AP the barrier can be broken and this damage inflicted as damage at a target within 10m.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Multiple Barriers - Add 1 Barrier per 4 character levels.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Dangerous Barrier - Anyone who attacks the character recieves 1d10+6 damage.
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-- Or --
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Forcewall
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A transparent blocks and herds your targets
Attribute: Willpower
Type: Summoning
Requirements: None
Duration: Maintenance
Action Points: 6 AP + Maintenance Cost
Cool Down: Maintenance + 1 Rounds
Range: 40m
Rank 1
Forcewall - A semi-transparent wall of force, 3 meters high and 3 meters long, appears for the duration of the summon. This Wall may be smaller as needed. It has 10hp per level of the caster and will shatter once this damage has been exceeded. It costs 2 AP to maintain this talent.
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Rank 2
Easier Casting - Reduce the AP cost by 1.
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Rank 3
Lay Flat - Use the wall to create bridges and paths that can be walked upon.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Summoning
Requirements: None
Duration: Maintenance
Action Points: 6 AP + Maintenance Cost
Cool Down: Maintenance + 1 Rounds
Range: 40m
Rank 1
Forcewall - A semi-transparent wall of force, 3 meters high and 3 meters long, appears for the duration of the summon. This Wall may be smaller as needed. It has 10hp per level of the caster and will shatter once this damage has been exceeded. It costs 2 AP to maintain this talent.
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Rank 2
Easier Casting - Reduce the AP cost by 1.
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Rank 3
Lay Flat - Use the wall to create bridges and paths that can be walked upon.
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Rank 4
(Level 5 and higher)
Mighty Wall - Increase the length of the wall by 6m.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Fortification - If you use the Forcewall to create 4 connected walls a roof is also added, along with doors and windows as the caster sees fit. At least one entry must be included.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Great Wall - Increase the height and length of the wall by an additional 6m.
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-- Or --
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Mad Enhancement
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Sending an ally into a berserk state can be useful
Attribute: Willpower
Type: Enhancement
Requirements: None
Duration: Maintained
Action Points: 5 AP + Maintenance Cost
Cool Down: Maintenance + 2 Rounds
Range: Touch
Rank 1
Mad Enhancement - A willing target enters a Berserk Rage, dealing an additional 2 points of damage but is no longer able to use non-Combat talents. The Maintenance cost for this is 1 AP for the first 2 rounds, then an additional 1 AP every 2 rounds thereafter.
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Rank 2
Blank Mind - Add +10% to any effect that would alter the character's allegiance.
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Rank 3
Feels no Pain - Add +1 to Armour while under the effect of the talent.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Enhancement
Requirements: None
Duration: Maintained
Action Points: 5 AP + Maintenance Cost
Cool Down: Maintenance + 2 Rounds
Range: Touch
Rank 1
Mad Enhancement - A willing target enters a Berserk Rage, dealing an additional 2 points of damage but is no longer able to use non-Combat talents. The Maintenance cost for this is 1 AP for the first 2 rounds, then an additional 1 AP every 2 rounds thereafter.
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Rank 2
Blank Mind - Add +10% to any effect that would alter the character's allegiance.
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Rank 3
Feels no Pain - Add +1 to Armour while under the effect of the talent.
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Rank 4
(Level 5 and higher)
Mighty Thews - Add +4 to damage.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Shatter - Select 1 square to shatter. This square takes twice as much movement to cross.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Rage of the Gods - Ignore the targets armour for 2 AP more.
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-- Or --
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Resistance
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Resist a particular type of attack
Attribute: Willpower
Type: Enhancement
Requirements: None
Duration: Maintained
Action Points: 4 AP + Maintenance Cost
Cool Down: Maintenance + 1 Rounds
Range: Touch
Rank 1
Resistance - Select one Element (Fire, Water, Air) - You count as having 2 additional Armour when damaged by such attacks. This cost 2 AP to maintain. You can only be under the effect of 1 Resistance at a time.
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Rank 2
Forceful Magic - Add Force damage to the types that can be resisted against.
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Rank 3
Ease of Casting - Reduce the cost of the talent by 1 AP.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Enhancement
Requirements: None
Duration: Maintained
Action Points: 4 AP + Maintenance Cost
Cool Down: Maintenance + 1 Rounds
Range: Touch
Rank 1
Resistance - Select one Element (Fire, Water, Air) - You count as having 2 additional Armour when damaged by such attacks. This cost 2 AP to maintain. You can only be under the effect of 1 Resistance at a time.
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Rank 2
Forceful Magic - Add Force damage to the types that can be resisted against.
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Rank 3
Ease of Casting - Reduce the cost of the talent by 1 AP.
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Rank 4
(Level 5 and higher)
True Resistance - Gain Resistance against the chosen element, cutting the damage in half.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Group Resistance - Add the effects of the talent to an additional target for every 4 levels. Every 2 people costs 1 AP more to maintain.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Immunity - At the cost of 2 additional AP become immune to the damage type chosen.
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-- Or --
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