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This ability allows you to use 1 potion freely without using up your support action. You will still use a support action if you use a second potion. Must have Potion Administration.
This ability allows you to equip a potion as a weapon. You can then use this potion as your attack action. You won't have to spend a support action to swap out the potion if it is the same type of potion, but you will for a different type of potion. Must have Fast Potion.
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.
With this spell you summon the positive source for all light, a star. The star will counter attack for you or an ally of your choosing, for 1d6 attacks. Whenever the protected target is attacked, the star will activate, dealing 2d20 of magic damage to the attacker.
This spell summons a being of pure light for each of your allies and yourself. During the duration of the spell, you can have the light guardian do one of three things: heal you for 4d12 Vitality, guard you blocking 5d10 worth of any kind of damage, or attack a single target doing 5d12 magic damage.
This spell causes an explosion of pure light. All enemy targets will suffer blindness for 2d4 rounds. Any target in the area of affect, ally and enemy, will suffer 3d10 +1d4 magic damage. Allies and the caster are protected against the blindness effect of the spell.
Fire offers warding to you or an ally of your choosing, for a price, coating the protected target in a red glow. Any magic spell done to the protected target will be redirected back to the attacker. Any arrows or crossbow bolts will be burnt away before they can affect the protected. Any other projectiles will do half damage. Any melee attacks against the protected will cause the attacker 1d12 burn damage to Vitality for 1d4 rounds. The protected will suffer 1d4 burn damage per round for the duration of the spell.
With this spell you summon the positive source of all light, a star. The star offers you or your ally of your choosing protection. The star will decrease all damages done to the protected by 1d% + caster's Arcana percentage during the duration of the spell. Each damage gets the absorption percentage rolled for Furthermore, if anyone melee attacks the protected, the attacker will be struck with visual instability and a blast of light that deals 7 x the protected's Arcana worth of magic damage.
This spell causes instant blindness for all enemy targets for 2d4 rounds. Furthermore, all enemy targets take 5 x Arcana damage. The caster and allies are protected.
This spell grants you or an ally of your choosing with a sword who's blade is made of pure, concentrated, light. This sword of light has a range of 3 and an attack value of 1d20 plus the wielder's Arcana as well as Melee Power. Any sword skills can be used with this sword and sword mastery increases its damage power.
This spell allows you to teleport in a beam of light to anywhere you can see in the battlefield. If you grab onto anything or any other target (ally or enemy), that object or target will also teleport with you.