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2 Soul + 1 vial Manna Rose Nectar and 1 Zodo's Eye Orchid
Range
self and all allies
Area
self and all allies
Duration
1d6 rounds
Requirements
Xodod's Gift and serve Zodo
Effects
With this skill you call upon the dark power of Zodo to aide you and your allies in battle. He does so by empowering all of your and your friends weapons with a special dark power, as long as you and your allies have dark moral points. This dark power causes you to do 50% more damage against those with light moral points and double damage against those who are worshipers of El Anon. Once the duration is over, the weapons return to normal.
4 Soul + 2 Kymara's Tear Tulips and 3 vials of Bog Dragon's Blood
Range
any target
Area
any target
Duration
1d8 rounds
Requirements
Spiritual Host and be a servant of Kymara or El Anon
Effects
With this mighty skill you call upon the beings of Elysium to come and assist you and your allies in battle. A powerful angelic being comes forth to fight along side you and your allies. Each round the angel will melee attack an enemy of your choice or blast holy light at all enemy targets. The melee attack is a three-hit combo that deals 1d% damage. The holy light will do 8d12 magic damage to normal targets or 16d12 magic damage to the undead or targets with dark moral points. Once the skill's duration is over, the angel will disappear.
With this skill you call upon the spirit realm, inviting your body as a vessel for a powerful spirit of your ancestor to use. A powerful ancestor takes possession, doubling your Vitality, Soul, and Power. Your Runic Power is also doubled. Once the duration is finished, the spirit leaves your body and you are stunned for 1 round.
2 Soul + 1 vial Manna Rose Nectar and 1 Kymara's Tear Tulip
Range
self and all allies
Area
self and all allies
Duration
1d6 rounds
Requirements
Angelic Summoning and serve Kymara
Effects
With this skill you call upon the divine power of Kymara to aide you and your allies in battle. She does so by empowering all of your and your friends weapons with a special holy power, as long as you and your allies have order or light moral points. This holy power causes you to do 50% more damage against those with dark or chaos moral points and double damage against the undead and demons. Once the duration is over, the weapons return to normal.
2 Soul + 1 Purple Haze Lily and ½ pound Falgaa Bird Meat
Range
1 object or item
Area
line of sight
Duration
instant
Requirements
Light's Blessing
Effects
With this skill you call upon the power of creation to make things new again. With each use of this skill, any one item no larger than 3 feet by 3 feet is made new again, fully restored. This includes armor and weapons. For larger objects, continual uses of this skill will be required.
The effects of this skill depends upon the deity you serve:
Joasri: Everyone except the cleric must make a Mental Balance Check. Allies make an easy Mental Balance check while enemies make a normal Mental Balance check. Those who succeed have nothing happen. Those who fail are driven mad for 1d3 rounds which they spend screaming about hallucinations and unable to act.
Nikolai: All enemies are blinded by a super bright glaring light and must make hard perceive checks to move or attack. Should they fail they must make impossible brace checks to not fall down.
Norvus: Self and allies are granted 2d20 (each) extra physical protection for 1d6 rounds.
Ova: Self and allies are granted 1d8 poison sap on their skin that doesn't affect the protected for 1d6 rounds. They can apply this sap to their weapons or physically touch the targets to inflict them with 1d8 poison.
Spector: Everyone has to roll a 1d6, where 6 = instant death. Allies and self get 2 tries to not roll a 6. Furthermore any undead or spirits are instantly destroyed.
The Four Winds: Zephyr doubles all allies and self move rate, Eros gives all enemies 1d6 penalty to all checks, Tyria inflicts all enemies with sickness, Solara makes self and all allies immune to negative status effects. All of these effects happen and last for 1d6 rounds.
You can only have one successful summoning use a day.
The effects of this skill depends upon the deity you serve:
Armeas: If Armeas judges you to be innocent the next 1d4 attacks will not harm you. He will make this judgment call on each target on the battlefield individually, friend or foe, by rolling a 1d6. Even = innocent, Odd = guilty.
El Anon: for the next round all of your stats are doubled, including traits.
Kymara: Any dead friends are revived, and all friends and self have their vitality restored by 1d12.
Zodo: All of your attack spells have a 1d6 kill check roll (6=death) for 1d6 rounds. Also your spells cost half their stat cost during this time.
Taal: All enemies are put to sleep.
Magic: Double Runic Power for 1d6 rounds but Soul cost of all spells increased by 50%
You can only have one successful prayer use a day.
This skill causes any enemies in the area to be unable to move. It also causes them to lose use of one random action each round, decided by a 1d3 roll:
Attack
Support
Magic
If you are a servant of Eros they lose use of 2 random actions. If you are a servant of Zodo or a worshipper of Magic their spells do half damage.
This skill causes enemies in the area of effect to need to make a normal Mental Balance check. Should they fail they will be in your control for that round. They must make this check for each round that they are in the area of effect. While in your control you can have them do anything except harm themself. If you are a servant of a negative aligned deity it become a hard Mental Balance check.
With this potion you can mix two similar kinds of potions to get a potion that does both. For example you could mix a potion that heals vitality and a potion that restores soul to get a potion that does both. Then you could use that single new potion as a single potion and thus a single action. Must have Potion Administration.
With this ability you cannot wear anything that give you Physical Armor. Instead, your Speed stat will count as your armor stat. If the damage is not greater than your Speed stat you will not get hit. Must have Ninja Reflexes.
Blinding Attack: +1d4 to attack but- 2 from total, blinds enemy (defense check) 1d6 rounds
Character Benefits
+3 to Luck to receive food, -1 to Luck to receive treasure per day
+2 to Perceive
Cost
90.00
Level Increases
Starts at level 1. Every level increase allows the animal to increase its traits. You can roll 1d20 + 1d6 and use those points to increase traits. Stats cannot be increased just by leveling. The animal also gets its gen dice for vitality, power, and soul.
Bite: +1d4 to attack, has 10% chance to kill target
Claw Slash: +1d6 to attack
Hide: requires Perceive to find
Character Benefits
+3 to Perceive
Can send out to hunt using your luck score to bring back prey once a day
35% chance will counter attack for you if you are attacked
Cost
110.00
Level Increases
Starts at level 1. Every level increase allows you to increase traits. You can roll 1d20 + 1d6 and use those points to increase traits. Stats cannot be increased just by leveling. You also get your gen dice for vitality, power, and soul.
Rabid Bite: target must make immunity check against 1d4 poison for 1d6 rounds
Pick Pocket: +2 to your Luck score that ferret will bring back 1 item of 1d20 of target's shillings
Hide: must make perceive check to find
Character Benefits
Pick Pocket: +2 to your Luck score that ferret will bring back 1 item of 1d20 of target's shillings
Retreive: can retrieve any item weighing 10 pounds or less thats in sight
Cost
60.00
Level Increases
Starts at level 1. Every level increase allows you to increase traits. You can roll 2d12 and use those points to increase traits. Stats cannot be increased just by leveling. You also get your gen dice for vitality, power, and soul.
After becoming poisoned, sick, plagued, diseased, or any other health effecting status ailment, except burns and other such physical problems, the character can develop an immunity to the status ailment. When affected make a Health check. If you pass after you are infected, then your character will develop an immunity to that particular infliction, no longer being able to be inflicted by the same infliction. This must be done for every new infliction of any new health effecting status ailment, including beneficial ones, and happens despite player or character will. This is a permanent effect.
Handicaps
You are more likely to get affected in the first place, -4 to Immunity