Master Library
Busca separada, vinda do documento completo. Importe apenas o que a Aris usa.
352 results.
Bleeding strike
Cost: Free
Duration: Until healing applied
Auto Hit: No
Friendly Fire: No
Requirements: Power Attack, Sunder, +1 Combat Modifier from Rank --------------------------------------------------------------------------------------------------------------------
You know where to strike the enemy to inflict maximum wounds and gashing, uncontrolled bleeding. When attacking with a slashing weapon you may attempt to perform a Bleeding Strike, must be declared before the roll to hit is made. If the hit is successful, the opponent will take damage as normal for the weapon, and must pass a DC 10 check or start to loose 1 Body per round until some form of healing is applied. Multiple bleeding wounds are cumulative. Does not effect undead or constructs like Golems.
Blind-Fighting
Cost: Free
Duration: Always active
Auto Hit: N/A
Friendly Fire: N/A
Requirements: Any --------------------------------------------------------------------------------------------------------------------
Through months of training blindfolded you know how to fight in melee without being able to see your foe, relying on other senses both natural and preternatural. Any negative modifier for attacking an invisible, or unseen opponent is ignored by a Warrior who has this skill, the Warrior must be aware of the presence of the obscured enemy, even if they are unable to see them using normal means (eg, they saw someone cast Caceus), once they are aware they can target the invisible/unseen foe as normal with melee, ranged, or spell attacks.
Bombard
Cost: -3 to attack
Duration: attack
Auto Hit: No
Friendly Fire: N/A
Requirements: Point Blank Shot: Thrown, +1 Combat Modifier from Rank. --------------------------------------------------------------------------------------------------------------------
You throw your weapons with supernatural speed, your hands becoming a blurring whirl of flesh and metal. You may make an extra attack in your turn with a thrown weapon. But each attack takes a -3 penalty to hit. This is cumulative with Haste's extra attack, but ALL three attacks would suffer a -3 to hit. These extra attacks may be aimed at different targets, each target must be declared BEFORE rolling for any attacks, if you do not, the attacks will automatically target the same enemy.
Charge
Cost: Free
Duration: While mounted
Auto Hit: No
Friendly Fire: N/A
Requirements: Mounted Combat, --------------------------------------------------------------------------------------------------------------------
The rider is able to incense their mount into a frenzy, causing them to lash out with teeth, claw, tails or hooves at their enemies. Your mount gains an extra attack drawn from it's repertoire of attacks. A mount with no listed attacks gain an attack which causes 2 Body damage.
Combat Reflexes
Cost: Free
Duration: Initiative roll
Auto Hit: N/A
Friendly Fire: N/A
Requirements: Mobility, Quick Draw for at least 1 weapon category. --------------------------------------------------------------------------------------------------------------------
You react faster than normal in a fight. You gain +10 to your Initiative Roll.
Dodge
Cost: Free
Duration: 1 Turn
Auto Hit: N/A
Friendly Fire: N/A
Requirements: All --------------------------------------------------------------------------------------------------------------------
You are adept at avoiding blows, a foe's weapon cutting through air where your neck used to be. On your action, instead of making any attacks or casting spells you can declare Dodge as an action, this will give you +2 to your Combat Roll to Defend. You must be aware of the attacker to claim this bonus, an invisible foe, one who is hidden, or if you are blinded (see Blind Fighting) will render this skill ineffective.
Grapple
Cost: Free
Duration: 1 turn
Auto Hit: No
Friendly Fire: N/A
Requirements: Improved Unarmed Combat --------------------------------------------------------------------------------------------------------------------
Versed in skills of wrestling, sumo wrestling, and non lethal methods of subduing an opponent, you know how to hold a target in a way that causes no damage to them, yet holds them immobile, all while keeping yourself safe from the enemies weapons. By making a successful Hand-to-Hand attack on an opponent you can elect to begin a Grapple instead of dealing damage. The target is held grappled and immobile until the start of your next turn, where you may choose to continue the grapple using another attack roll against the target or release them to take any other action. Grappled targets are unable to attack or cast spells/use skills which require movements. They may attempt to break the grapple by spending their turn to make an attack action against you , if they win, they deal damage as normal and break the hold. While grappled they are still able to move enough to attempt to avoid incoming blows. Can only Grapple enemies of the same size or smaller than yourself
Great Throw
Cost: Free
Duration: 1 Attack
Auto Hit: No
Friendly Fire: N/A
Requirements: All --------------------------------------------------------------------------------------------------------------------
You are able to throw anything that you can pick up and accurately use it as a weapon. You may use any melee weapon as a thrown weapon, dealing damage as normal for their type. Improvised objects used as weapons will deal damage dependent on size (see Telekinesis for a table)
Imbued Defense
Cost: 1 Spirit
Duration: 1 DC resist roll
Auto Hit: N/A
Friendly Fire: N/A
Requirements: Quick Draw for chosen Discipline --------------------------------------------------------------------------------------------------------------------
By imparting your will into your weapon you trigger an increased resistance to magical influences. If you are wielding a weapon of the chosen Discipline, you can spend 1 Spirit to infuse the weapon, this imparts a +2 to any one DC check to resist any magical spell or attack, this action can be made out of turn and in response to a magical or physical attack, but it must be declared and Spirit spent before the DC roll is made. You MUST be aware of the attack and you MUST have the weapon drawn. You can take this Skill multiple times, each time applying to a new Weapon Discipline.
Impale
Cost: Free
Duration: 1 Turn
Auto Hit: No
Friendly Fire: N/A
Requirements: Power Attack, Sunder, +1 Combat Modifier from Rank --------------------------------------------------------------------------------------------------------------------
By running through your enemy you can hold them immobile on the end of your weapon so you can look them in the eye. Before rolling to attack you can declare an Impale attack. If the attack hits it deals damage as usual and the enemy must make a DC 10 check or be stunned and immobile until the beginning of your next turn
Improved Critical
Cost: Free
Duration: While using Signature Weapon
Auto Hit: No
Friendly Fire: N/A
Requirements: +1 Combat Modifier from Rank. Signature Weapon with chosen category. --------------------------------------------------------------------------------------------------------------------
You know how to hit an enemy where it hurts using your signature weapons. When attacking with a Signature Weapon, your Critical Range increases from 20, to 19-20. This Skill may be learned multiple times, each time applying to a different Signature Weapon in a different Discipline.
Improved Grapple
Cost: Free
Duration: 1 turn
Auto Hit: No
Friendly Fire: N/A
Requirements: Improved Unarmed Combat, grapple, Combat Modifier +3 from Rank --------------------------------------------------------------------------------------------------------------------
You have studied tactics and trained hard to immobilize opponents many times your size. You may attempt a Grapple against ANY size opponent.
Improved Mutagenic Training
Cost: Free
Duration: Always Active (until spell is cast)
Auto Hit: N/A
Friendly Fire: N/A
Requirements: Mutagenic Training, must know a total of 8+ Warrior Skills from any Category --------------------------------------------------------------------------------------------------------------------
You have furthered your ability to utilize potions, and are skilled in using them in combat. If the imbiber has not cast spells this battle, and is not the recipient of an ongoing beneficial spell, they may imbibe another potion per battle (in addition to the bonus 1 from the standard Mutagenic Training skill) for a total of 3 potions per battle. You can also use a potion as a free action on your turn. Any casting of a spell will cancel any ongoing effects of imbibed potions taken under Mutagenic Training. Casting of Obtestor Armis, Provectus Armis and Obtestor Arma do not count towards ending the bonuses of Mutagenic Training.
Improved Unarmed Strike
Cost: Free
Duration: Attack
Auto Hit: No
Friendly Fire: N/A
Requirements: Unarmed Strike --------------------------------------------------------------------------------------------------------------------
Your mastery over Hand-to-Hand combat is unsurpassed, having mastered multiple forms of combat. Your body is more lethal than many weapons and you have trained to fight with weapons that enhance your natural bodily strikes. Your unarmed strikes now deal 2 Body Damage, and any weapon that is classified as "Hand-to-Hand" (such a knuckle dusters or punch daggers) or natural weaponry such as Claws and Fangs, deal +1 Body of damage. If used with a weapon that does not normally do Body damage, the +1 is applied to the relevant stat damage (eg. Mind for Falsa Arma, Spirit for Spiritus Lamina).
Mobility
Cost: Free
Duration: 1 turn
Auto Hit: N/A
Friendly Fire: N/A
Requirements: Dodge, Move speed of 30ft or more --------------------------------------------------------------------------------------------------------------------
You are quick on your feet, able to evade incoming blows and shots while moving quickly through the battlefield. If you move at your maximum speed in a turn, using your entire action to move, you gain +2 to your Combat Rolls to dodge and avoid incoming attacks and spells until the beginning of your next turn.
Mounted Combat
Cost: Free
Duration: Always active
Auto Hit: N/A
Friendly Fire: N/A
Requirements: Must have a creature able to be ridden into combat, each type of mount must be learnt separately. --------------------------------------------------------------------------------------------------------------------
You are skilled in fighting from a mount, such as a horse, centaur or dragon. You suffer no negative consequences from fighting from a mounted position (melee or ranged), even on a horse at full gallop. You may make DC checks (difficulty set by the DM) to regain control your steed in combat if they fall under the influence of enemy force. Such as calming a steed that is subject to Fear spell, or gliding their wounded dragon to a soft landing instead of plummeting from the skies. Mounted Combat is required to use other Warrior Skills from a mounted position.
Mutagenic Training
Cost: Free
Duration: Always Active (until spell is cast)
Auto Hit: N/A
Friendly Fire: N/A
Requirements: Must know at least 3 Warrior Skills from any Discipline. -------------------------------------------------------------------------------------------------------------------
Through strict training and abstinence from magical influences, your body has adapted to tolerate multiple potions safely within your system. If the imbiber has not cast any spells this battle, and is not under the influence of any beneficial spells, they may imbibe an extra potion (for a total of 2). If the imbiber casts a spell after the second potion. The effects of any imbibed potion will end. Casting of Obtestor Armis, Provectus Armis and Obtestor Arma do not count towards ending the bonuses of Mutagenic Training.
Penetrate
Cost: Free
Duration: Always Active
Auto Hit: No
Friendly Fire: No
Requirements: Precise Shot, +1 Combat Modifier from Rank --------------------------------------------------------------------------------------------------------------------
You are able to put supernatural force into your shot. The shot passing through your enemy into foes behind. If you deal enough damage to drop a foe with damage excess, you may make a free attack against another target in behind the target in a direct line away from your position. On a successful hit, the extra damage is applied to the new target. This may repeat until either you fail to kill a target or you run out of targets in range. Example, you hit an enemy for a 5 Body attack, they only have 3 Body remaining, you may now make an extra attack against another target to deal the remaining 2 Body damage.
Point Blank Shot
Cost: Free
Duration: Always active
Auto Hit: No
Friendly Fire: N/A
Requirements: All --------------------------------------------------------------------------------------------------------------------
You are skilled at making well-placed shots with ranged weapons at targets at close range, while remaining mobile enough to avoid attacking blows. You are able to make ranged attacks at enemies who are in melee combat distance with you without suffering negative modifiers or fear of being attacked back. May be learned twice, but for another Discipline.
Power Attack
Cost: -3 to attack
Duration: Single attack
Auto Hit: No
Friendly Fire: N/A
Requirements: Body 5+ --------------------------------------------------------------------------------------------------------------------
You are able to make exceptionally powerful attacks against your opponent at the expense of accuracy. Before rolling to hit you must declare the use of this Skill, your attack suffers a -3 to hit roll, but you increase the damage dealt on a successful hit by +1 Body If used with a weapon that does not normally do Body damage, the +1 is applied to the relevant stat damage (Mind for Falsa Arma, Spirit for Spiritus Lamina). This may be learned multiple times, each time applying to a different Discipline.
Precise Shot
Cost: Free
Duration: Single Shot
Auto Hit: No
Friendly Fire: N/A
Requirements: Point Blank Shot --------------------------------------------------------------------------------------------------------------------
You are skilled at timing and aiming your shots. Allowing you to strike a weak point on your enemy, or to hit a weapon out of your enemies hands, or maybe even activate a hard-to-reach buttons You may make "trick shots" you can attempt to strike an enemy's weapon to disarm them (enemy makes DC 10 check to keep hold of their weapon) cause extra damage (-3 to hit roll and deal +1 Body damage) or strike far off small stationary targets with ease (DM definition). If used with a weapon that does not normally do Body damage, the +1 is applied to the relevant stat damage (Mind for Falsa Arma, Spirit for Spiritus Lamina).
Quick Draw
Cost: Free
Duration: Instant
Auto Hit: N/A
Friendly Fire: N/A
Requirements: All --------------------------------------------------------------------------------------------------------------------
You draw your weapon with startling speed, often having a weapon in hand before you are even aware of a threat. You draw your weapon automatically on start of combat (Initiative Roll) so you will not be considered unarmed even if caught by surprise. You may also cast Blood Weapon or Summon Weapon as a free action on any turn, leaving you able to cast a second spell or carry out any other action. The use of this Skill to cast Blood Weapon or Summon weapon does not break the "Warriors Code" for Mutagenic Training or Mage Slayer. This Skill may be learned multiple times, each time applying to a different weapon category.
Rapid Shot
Cost: -3 to attack
Duration: Single turn
Auto Hit: No
Friendly Fire: N/A
Requirements: Point Blank Shot: Projectiles required, +1 Combat Modifier from Rank --------------------------------------------------------------------------------------------------------------------
You use your ranged weapons with supernatural speed You may make an extra attack in your turn with a ranged weapon. But each attack takes a -3 to attack rolls. This is cumulative with Haste's extra attack, but ALL three attacks would suffer -3 to attack roll. These extra attacks may be aimed at different targets, each target must be declared BEFORE rolling for any attacks, if you do not, the attacks will automatically target the same enemy.
Returning
Cost: 1 Spirit for entire scene
Duration: End of scene
Auto Hit: N/A
Friendly Fire: N/A
Requirements: Great Throw --------------------------------------------------------------------------------------------------------------------
Your Mastery over thrown weapons is such that the spirit of a weapon will seek to return to your hands. A thrown weapon will immediately return to your hand after the resolution of the attack roll unless it is impeded by some outside force
Ride By Attack
Cost: Free
Duration: Single attack
Auto Hit: No
Friendly Fire: N/A
Requirements: Mounted Combat --------------------------------------------------------------------------------------------------------------------
You are skilled at making fast attacks from the back of a moving mount. When mounted on a steed and charge toward an opponent to make a single attack, after your attack, your mount may move the remainder of it's movement away from the target. (For example a dragon with 150ft fly speed, moves 50 ft to close with an enemy, you attack, the dragon is then able to move it's remaining 100 ft to safely fly you away from the enemy)
The Right Stuff
Cost: Free
Duration: 1 turn
Auto Hit: No
Friendly Fire: N/A
Requirements: Anyone --------------------------------------------------------------------------------------------------------------------
Tuck-and-roll baby, tuck and roll. A Warrior with The Right Stuff may voluntarily allow themselves to be thrown using Throw Creature or similar ability or spell. Such a thrown Warrior will take no damage from the throw and may move act normally on their next turn. To qualify as willing, you must forgo any dodge chances or DC checks to resist being thrown.
Riposte
Cost: Free
Duration: Always Active
Auto Hit: No
Friendly Fire: N/A
Requirements: Quickdraw: Slashing --------------------------------------------------------------------------------------------------------------------
You turn aside your enemy's clumsy blows to slide in a quick slash underneath their defence. If an enemy attacks you and rolls a Nat 1 on their attack, you may initiate a quick counter attack as if you had rolled a Nat20 on your defence roll. You must be within range of your Slashing weapon to be able to make this counter attack. The attack roll is resolved as normal according to the counter-attack rules. Must be using a Slashing weapon to take advantage of this Skill.
Shatter Armor
Cost: Free
Duration: Until Armor repaired/resummoned
Auto Hit: No
Friendly Fire: N/A
Requirements: Power Attack, Sunder, +2 Combat Modifier from Rank --------------------------------------------------------------------------------------------------------------------
Your powerful blows are able to crush Armor as easily as it does skulls. Declare a Shatter Armour attack before rolling. If the attack hits, it deals damage to the target as normal and the Attacker makes a DC check equal to the AC of the target. If passed it destroys the armour of the target (or in some other way render it ineffective).
Signature Weapon
Cost: Free
Duration: Always active
Auto Hit: No
Friendly Fire: N/A
Requirements: All --------------------------------------------------------------------------------------------------------------------
Extensive and focused training has allowed your skill with your chosen weapon to extend beyond your peers. Chose one weapon type (not Discipline), for example Swords, Axes, Spears, Whips, punches, kicks, natural weapons etc. Any attack made by a weapon of that type will gain a +1 to attack roll. This may be taken only once per Discipline, but may be learned again in a second or subsequent Discipline. Example: Signature Weapon Sword and Signature Weapon Axe is not permissible as they are both Slashing Discipline. However Signature Weapon Sword and Signature Weapon Spear is permissible as Spear is Piercing Discipline.
Spectral Arrow
Cost: 1 Spirit
Duration: 1 Attack
Auto Hit: No
Friendly Fire: N/A
Requirements: Point Blank Shot, +1 Combat Modifier from Rank --------------------------------------------------------------------------------------------------------------------
By drawing back an empty bow, you form a glowing spectral arrow using your Will. Your Spectral Arrow is able to hit ethereal, intangible, gaseous or otherwise non-physical targets, including spirits possessing another body. The arrow deals no damage to physical targets, but deals it's Body damage rating to the target's Mind if they are non-physical. The archer must be aware of the target, and must declare a Spectral Shot before the attack is rolled.
Stunning Fist
Cost: Free
Duration: 1 turn
Auto Hit: No
Friendly Fire: N/A
Requirements: Improved Unarmed Strike. +1 Combat Modifier from Rank --------------------------------------------------------------------------------------------------------------------
You know how to strike people in vulnerable areas. You may declare, before you roll, that one of your Hand-to-Hand attacks is to be a Stunning Fist attack (may also be feet, elbow, knee, etc.), if this attack hits AND causes damage, the target must make a DC 10 check or be stunned for 1 turn.
Sunder
Cost: Free
Duration: Always Active
Auto Hit: No
Friendly Fire: N/A
Requirements: Power Attack, Body 5 --------------------------------------------------------------------------------------------------------------------
You can follow through with powerful attacks. If you deal enough damage to drop a foe with damage excess, you may make a free attack against another target in your melee range, using the same modifiers as the initial attack. On a successful hit, the extra damage is applied to the new target. This may repeat until either you fail to kill a target or you run out of targets in melee range. Example, you hit an enemy for a 5 Body attack, they only have 3 Body remaining, you may now make an extra attack against another target to deal the remaining 2 Body damage You may learn these Skill multiple times, each time allowing you to use Sunder with a different Discipline.
Trample
Cost: Free
Duration: Attack
Auto Hit: Special
Friendly Fire: N/A
Requirements: +1 Combat Bonus from Rank, Mounted Combat, Charge --------------------------------------------------------------------------------------------------------------------
You are skilled at using your mount to knock down your enemy. If your mount lands 2 or more hits on the enemy, you may attempt to knock them prone to the floor. Only works against foes that are no larger than the mount, and only mounts with 2 or more attacks may attempt this. The enemy must make a DC10 check or be knocked prone to the floor, and any defence rolls made by the prone target are at a -2 penalty until they stand up (free action on their next turn). This Skill does not need to be declared to take effect. Any time your mount hits the same enemy twice in one round, this takes effect.
Unarmed Strike
Cost: Free
Duration: Always Active
Auto Hit: No
Friendly Fire: No
Requirements: All --------------------------------------------------------------------------------------------------------------------
Through a mixture of Martial Arts training, street fighting techniques and military doctrine, you have mastered the art of turning your empty fists, feet and every part of your body into a weapon. Your unarmed strikes will deal 1 Body damage. This can also trigger any touch-based abilities, such as the Lich's Life Drain. You may choose to deal "non lethal" damage to a target with your unarmed attacks, knocking it unconscious if it reaches or drops below 0 Body instead of killing it.
Signature Defense
Cost: Free
Duration: Always Active
Auto Hit: No
Friendly Fire: N/A
Extensive and focused training has allowed you to use your chosen weapon as an effective defensive tool. Choose one weapon type (not Discipline), for example Swords, Axes, Spears, Whips, punches, kicks, natural weapons etc. Any defense attempt made while wielding a weapon of that type will gain a +1 to defense roll.
Improved Counter
Cost: Free
Duration: Always Active
Auto Hit: No
Friendly Fire: N/A
You know how to punish attacks made against you. When defending with a Signature Defense weapon, your Counter Range increases from 20, to 19-20
Defensive Stance
Cost: Free
Duration: Until Canceled
Auto Hit: No
Friendly Fire: No
Through rigorous discipline you have honed your body and weapon to be prepared for any incoming attack against you or your allies. Also allows you to become an obstacle to block enemy movements. Take a Defensive posture. You are unable to attack (or cast damaging spells) but this grants you access to abilities in the defensive tree. Any enemy attempting to pass within 10ft of you must pass a DC 10 or be barred from going any further. Does NOT trigger against teleportation skills/spells
Intercept
Cost: 1 Spirit
Duration: Once per round
Auto Hit: Yes
Friendly Fire: No
Preparing for the worst, your combat senses are heightened. You can devote your full effort to beating an enemy's attack before it reaches an ally. The effort taken to intercept prevents you from taking any measures to stop or block the attack, making it auto-hit you. Must be in defensive stance. You can intercept a blow or spell that hits an ally. You take all damage and effects of the attack or spell used. Cannot be used to block AoE damage
Parry
Cost: Free
Duration: Always active
Auto Hit: Yes
Friendly Fire: No
Through rigorous training you have learned how to punish attackers who are unable to breach your defenses. Must be in defensive stance. If the melee attacks don't beat your AC you can redirect half damage back to the attacker.
Spell-Cutter
Cost: 2 mind
Duration: Once per Combat
Auto Hit: No
Friendly Fire: No
Through meticulous and careful practice, you have honed your skills to slice through the very essence of magic and even reflect some energy back. Must be in defensive stance. You slash at a non auto-hit spell sending it back to the attacker. You must beat the casters Attack roll to send it back.
Challenging Roar
Cost: 2 Spirit
Duration: 1 round
Auto Hit: Yes
Friendly Fire: No
You have learned how to use your words and body language to challenge foes into focusing their attention on you, though it only works on creatures smart enough to be taunted. DC 12 check to all enemies within a 10ft radius from the caster. Any creature that fails is forced to target the caster. Enemies with lower than 3 mind are immune to this effect. Does not break Defensive Stance
Inspiring Shout
Cost: 2 Spirit
Duration: 1 round
Auto Hit: Yes
Friendly Fire: Yes
You have learned how to lead by example and inspire others through your posturing and words to remain stalwart and resolved in the face of danger. Allies behind you gain +1 AC and +1 to DC rolls for 1 turn. Does not break Defensive Stance
Demonic Claws
Cost: Free
Duration: Until dismissed.
Incantation: None
Movements: Open their fingers. Demonic Claws are as hard as the strongest steel, and can be used to slice open their prey with ease. Those struck with a Demon's Claws will take an initial 2 Body Damage, but must also roll a DC: 10 or lose 1 Body per round after that from bleeding out. The target must receive some form of healing to halt the bleeding. Does not count as a spell.
Auto Hit: No
Friendly Fire: N/A
Requirements: Tiefling, Succubus, Incubus, Hellhound, Abyssal Hellhound, Devil, Fiend, Archdemon, Sphinx, Arch-Sphinx --------------------------------------------------------------------------------------------------------------------
Name: Demonic Claws Incantation: None Movements: Open their fingers. Demonic Claws are as hard as the strongest steel, and can be used to slice open their prey with ease. Those struck with a Demon's Claws will take an initial 2 Body Damage, but must also roll a DC: 10 or lose 1 Body per round after that from bleeding out. The target must receive some form of healing to halt the bleeding. Does not count as a spell. Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Until dismissed. Category: Demonic Learn: N/A Who Can Cast: Tiefling, Succubus, Incubus, Hellhound, Abyssal Hellhound, Devil, Fiend, Archdemon, Sphinx, Arch-Sphinx --------------------------------------------------------------------------------------------------------------------
Soul Draining Kiss
Cost: Free
Duration: Until depleted or escaped.
Incantation: None
Movements: Must lock lips with their prey. The Soul Draining Kiss is the go to attack for most Succubus/Incubus. After locking lips with their prey, they will attempt to drain their soul from their body. The attack does 2 Spirit Damage and can leave their prey weakened. Any successful attack made in this way will cause the target to make a DC: 13 or be unable to act or do anything other then be fed upon. Those soul drained will take an extra 2 Spirit Damage per round till their Spirit is depleted or they escape. Those depleted will turn in to a shriveled husk as their soul is stolen. Counts as a spell
Auto Hit: No
Friendly Fire: N/A
Requirements: Succubus, Incubus, Advanced Succubus --------------------------------------------------------------------------------------------------------------------
Name: Soul Draining Kiss Incantation: None Movements: Must lock lips with their prey. The Soul Draining Kiss is the go to attack for most Succubus/Incubus. After locking lips with their prey, they will attempt to drain their soul from their body. The attack does 2 Spirit Damage and can leave their prey weakened. Any successful attack made in this way will cause the target to make a DC: 13 or be unable to act or do anything other then be fed upon. Those soul drained will take an extra 2 Spirit Damage per round till their Spirit is depleted or they escape. Those depleted will turn in to a shriveled husk as their soul is stolen. Counts as a spell Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Until depleted or escaped. Category: Demonic Learn: N/A Who Can Cast: Succubus, Incubus, Advanced Succubus --------------------------------------------------------------------------------------------------------------------
Demonic Flight
Cost: Free
Duration: N/A
Incantation: None
Movements: Spread their wings and fly. Demonic Flight allows the infernal to take flight using their powerful wings. The infernal can move 60ft in combat either vertically or horizontally and suffer no penalty for doing so as they are naturals at flying with many, many years of practice. Does not count as a spell
Auto Hit: N/A
Friendly Fire: N/A
Requirements: Succubus, Incubus, Devil, Fiend, Archdemon, Sphinx, Arch-Sphinx --------------------------------------------------------------------------------------------------------------------
Name: Demonic Flight Incantation: None Movements: Spread their wings and fly. Demonic Flight allows the infernal to take flight using their powerful wings. The infernal can move 60ft in combat either vertically or horizontally and suffer no penalty for doing so as they are naturals at flying with many, many years of practice. Does not count as a spell Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: N/A Category: Demonic Learn: N/A Who Can Cast: Succubus, Incubus, Devil, Fiend, Archdemon, Sphinx, Arch-Sphinx --------------------------------------------------------------------------------------------------------------------
Dream Walking
Cost: Free
Duration: 1 Day
Incantation: None
Movements: Enter a meditative state. Dream Walking allows the Succubus/Incubus the ability to enter the dreams of an already sleeping target to both seduce them, and to weaken their resolve. If visited by a Succubus/Incubus in your dreams, you must roll a DC: 14 or be unable to resist their seduction. After a nightly visit, if the victim is unable to resist, they will suffer a -2 to all DC rolls due to feeling weakened for the next day. Counts as a spell
Auto Hit: Yes
Friendly Fire: N/A
Requirements: Succubus, Incubus, Advanced Succubus --------------------------------------------------------------------------------------------------------------------
Name: Dream Walking Incantation: None Movements: Enter a meditative state. Dream Walking allows the Succubus/Incubus the ability to enter the dreams of an already sleeping target to both seduce them, and to weaken their resolve. If visited by a Succubus/Incubus in your dreams, you must roll a DC: 14 or be unable to resist their seduction. After a nightly visit, if the victim is unable to resist, they will suffer a -2 to all DC rolls due to feeling weakened for the next day. Counts as a spell Auto Hit: Yes Friendly Fire: N/A Cost: Free Duration: 1 Day Category: Demonic Learn: N/A Who Can Cast: Succubus, Incubus, Advanced Succubus --------------------------------------------------------------------------------------------------------------------
Shapeshifting
Cost: Free
Duration: N/A
Incantation: None
Movements: N/A Shapeshifting allows the infernal races the ability to take the forms of humanoids or match their victims view of beauty. If used in combat after focusing on a foe you become an object of desire, love, or repulsion for the enemy, they must make a DC: 14 or find it hard to harm you. If they fail the DC, the victim will have a -2 to both attack and defend against the infernal. An infernal can hold this form for as long as they wish without strain or thought. Their true form is only revealed upon death. A Tiefling can only shapeshift into the form of it's mortal heritage: ie a Tiefling descended from elves cannot shapeshift into a human form. Does not count as a spell
Auto Hit: Yes
Friendly Fire: N/A
Requirements: Tiefling, Succubus, Incubus, Devil, Fiend, Archdemon, Sphinx, Arch-Sphinx --------------------------------------------------------------------------------------------------------------------
Name: Shapeshifting Incantation: None Movements: N/A Shapeshifting allows the infernal races the ability to take the forms of humanoids or match their victims view of beauty. If used in combat after focusing on a foe you become an object of desire, love, or repulsion for the enemy, they must make a DC: 14 or find it hard to harm you. If they fail the DC, the victim will have a -2 to both attack and defend against the infernal. An infernal can hold this form for as long as they wish without strain or thought. Their true form is only revealed upon death. A Tiefling can only shapeshift into the form of it's mortal heritage: ie a Tiefling descended from elves cannot shapeshift into a human form. Does not count as a spell Auto Hit: Yes Friendly Fire: N/A Cost: Free Duration: N/A Category: Demonic Learn: N/A Who Can Cast: Tiefling, Succubus, Incubus, Devil, Fiend, Archdemon, Sphinx, Arch-Sphinx --------------------------------------------------------------------------------------------------------------------
Dark Summoning
Cost: Free
Duration: Until dispelled.
Incantation: None
Movements: Hand extends to open a portal. Dark Summoning allows the Archdemon to summon forth dark creatures from the darkest pits of The Abyss. Once the portal opens, any number of creatures can appear. The player must make a /roll20 dice roll to see what comes through the portal to aid them. 1-3: (3) Gazers 4-7: (3) Catacomb Ghoul 8-11: (2) Abyssal Horrors 12-14: (2) Frightner 15-17: (1) Fel Lich 18-20: (1) Destroyer of Worlds Usable once per day. Counts as a spell
Auto Hit: N/A
Friendly Fire: N/A
Requirements: Archdemon, Abyssal Hellhound --------------------------------------------------------------------------------------------------------------------
Name: Dark Summoning Incantation: None Movements: Hand extends to open a portal. Dark Summoning allows the Archdemon to summon forth dark creatures from the darkest pits of The Abyss. Once the portal opens, any number of creatures can appear. The player must make a /roll20 dice roll to see what comes through the portal to aid them. 1-3: (3) Gazers 4-7: (3) Catacomb Ghoul 8-11: (2) Abyssal Horrors 12-14: (2) Frightner 15-17: (1) Fel Lich 18-20: (1) Destroyer of Worlds Usable once per day. Counts as a spell Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Until dispelled. Category: Demonic Learn: N/A Who Can Cast: Archdemon, Abyssal Hellhound --------------------------------------------------------------------------------------------------------------------
Imbue Weapon
Cost: Free
Duration: Until combat ends.
Incantation: None
Movements: Grasp their weapon while channeling their power. Infernals have the ability to imbue any non-summoned weapon (Bone Weapons and Blood whips are summoned weapons) with their demonic power. Upon doing so, the weapon begins to glow with black ShadowFyre allowing it to do an extra 1 Body/1 Mind/1 Spirit in Shadow Damage to any foe it hits. This ability can also turn any normal weapon into a magical object. This power can also be used on magical weapons to make them stronger. This effect fades after the combat has ended. Only works on the Infernal's own weapon. The moment they relinquish their weapon the ShadowFyre ends with immediate effect. Counts as a spell
Auto Hit: N/A
Friendly Fire: N/A
Requirements: Tiefling, Devil, Fiend, Archdemon, Abyssal Hellhound, Arch-Sphinx --------------------------------------------------------------------------------------------------------------------
Name: Imbue Weapon Incantation: None Movements: Grasp their weapon while channeling their power. Infernals have the ability to imbue any non-summoned weapon (Bone Weapons and Blood whips are summoned weapons) with their demonic power. Upon doing so, the weapon begins to glow with black ShadowFyre allowing it to do an extra 1 Body/1 Mind/1 Spirit in Shadow Damage to any foe it hits. This ability can also turn any normal weapon into a magical object. This power can also be used on magical weapons to make them stronger. This effect fades after the combat has ended. Only works on the Infernal's own weapon. The moment they relinquish their weapon the ShadowFyre ends with immediate effect. Counts as a spell Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Until combat ends. Category: Demonic Learn: N/A Who Can Cast: Tiefling, Devil, Fiend, Archdemon, Abyssal Hellhound, Arch-Sphinx --------------------------------------------------------------------------------------------------------------------
Demonic Bite
Cost: Free
Duration: Until healed.
Incantation: None
Movements: Sink their teeth into their target. A Demonic Bite is quite savage indeed. Anyone suffering a bite from those powerful jaws will take 2 Body and 2 Spirit, but must also make a DC: 11 or lose an extra 1 Body from the severe damage caused. Does not count as a spell
Auto Hit: N/A
Friendly Fire: N/A
Requirements: Hellhound, Abyssal Hellhound, Tiefling, Sphinx, Arch-Sphinx --------------------------------------------------------------------------------------------------------------------
Name: Demonic Bite Incantation: None Movements: Sink their teeth into their target. A Demonic Bite is quite savage indeed. Anyone suffering a bite from those powerful jaws will take 2 Body and 2 Spirit, but must also make a DC: 11 or lose an extra 1 Body from the severe damage caused. Does not count as a spell Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Until healed. Category: Demonic Learn: N/A Who Can Cast: Hellhound, Abyssal Hellhound, Tiefling, Sphinx, Arch-Sphinx --------------------------------------------------------------------------------------------------------------------
Hellfire Breath
Cost: Free
Duration: Until healed.
Incantation: None
Movements: The hound exhales a cone of flame. Hellhounds can unleash a cone of Hellfire Breath 15ft wide and 30ft long. Anyone caught in the flames will take 2 Body and 2 Spirit, and must roll a DC: 13 or take an extra 1 Body and 1 Spirit from the burn. Hellhounds can unleash their Hellfire Breath every 3 rounds/minutes. Counts as a spell
Auto Hit: No
Friendly Fire: Yes
Requirements: Hellhound, Abyssal Hellhound --------------------------------------------------------------------------------------------------------------------
Name: Hellfire Breath Incantation: None Movements: The hound exhales a cone of flame. Hellhounds can unleash a cone of Hellfire Breath 15ft wide and 30ft long. Anyone caught in the flames will take 2 Body and 2 Spirit, and must roll a DC: 13 or take an extra 1 Body and 1 Spirit from the burn. Hellhounds can unleash their Hellfire Breath every 3 rounds/minutes. Counts as a spell Auto Hit: No Friendly Fire: Yes Cost: Free Duration: Until healed. Category: Demonic Learn: N/A Who Can Cast: Hellhound, Abyssal Hellhound --------------------------------------------------------------------------------------------------------------------
Soul Feeding
Cost: Free
Duration: Until depleted or escaped.
Incantation: None
Movements: Make the motions of inhaling the target's Soul A unique ability to the Abyssal Hellhounds which allows them to feed on the souls of their prey. The Abyssal Hellhound can attempt to drain the soul of any target within 20 ft. The magical attack does 2 Spirit Damage. The victim must also make a DC: 13 or be unable to act or do anything until they pass a successful check. Those soul drained will take an extra 2 Spirit Damage per round till their Spirit is depleted or they escape. Those depleted will turn in to a shriveled husk as their soul is stolen. Counts as a spell
Auto Hit: No
Friendly Fire: N/A
Requirements: Abyssal Hellhound --------------------------------------------------------------------------------------------------------------------
Name: Soul Feeding Incantation: None Movements: Make the motions of inhaling the target's Soul A unique ability to the Abyssal Hellhounds which allows them to feed on the souls of their prey. The Abyssal Hellhound can attempt to drain the soul of any target within 20 ft. The magical attack does 2 Spirit Damage. The victim must also make a DC: 13 or be unable to act or do anything until they pass a successful check. Those soul drained will take an extra 2 Spirit Damage per round till their Spirit is depleted or they escape. Those depleted will turn in to a shriveled husk as their soul is stolen. Counts as a spell Auto Hit: No Friendly Fire: N/A Cost: Free Duration: Until depleted or escaped. Category: Demonic Learn: N/A Who Can Cast: Abyssal Hellhound --------------------------------------------------------------------------------------------------------------------
Demonic Speed
Cost: Free
Duration: Permanent
Incantation: None
Movements: Travel on all fours These demons are able to travel at a faster speed than others. Often quadrupedal or otherwise speed up. Demons with Demonic Speed have a ground movement speed of 50ft a round instead of the usual 30ft. Does not count as a spell
Auto Hit: N/A
Friendly Fire: N/A
Requirements: Hellhound, Abyssal Hellhound, Shadow Prowler (human form) --------------------------------------------------------------------------------------------------------------------
Name: Demonic Speed Incantation: None Movements: Travel on all fours These demons are able to travel at a faster speed than others. Often quadrupedal or otherwise speed up. Demons with Demonic Speed have a ground movement speed of 50ft a round instead of the usual 30ft. Does not count as a spell Auto Hit: N/A Friendly Fire: N/A Cost: Free Duration: Permanent Category: Demonic Learn: N/A Who Can Cast: Hellhound, Abyssal Hellhound, Shadow Prowler (human form) --------------------------------------------------------------------------------------------------------------------
Shadow Prowler War Form
Cost: Free
Duration: As long as the Shadow Prowler wishes
Incantation: None
Movements: Emote the transformation.
Auto Hit: N/A
Friendly Fire: N/A
Requirements: Shadow Prowler, Shadewalker ---------------------------------------------------
A Shadow Prowler's four-legged War Form is a true sight to behold as they become a great hunting cat with a body blended of dark fur and magical shadow with claws and teeth that are black and sharp like obsidian. The Shadow Prowler War Form can attack twice in one round, either with two claw attacks, or a claw and a bite. They are able to surprise attack their foe (Shadow Prowl) and are imbued with the superstitious luck of cats known as nine lives (Nine Lives). The War Form’s movement is 60 feet per Round/Minute. This form will last for as long as the Shadow Prowler wishes. Shadow Prowler War Form gains the following Shadow Prowler Abilities: Shadow Prowler War Form Claws, Shadow Prowler War Form Bite, Shadow Prowl, Nine Lives, Weakness: Holy Light This ability takes one (1) full Round/Minute to fully transform IN COMBAT. Because of the strain of a fast shapeshift in combat situations on the body, you can only shapeshift ONCE in combat, either into or out of War Form. Normal out-of-combat shapeshifting should take about five minutes of normal roleplay. (This is to allow for players to change tactics in combat between being a spell caster or heavy melee without allowing the player to change at their whimsy every other Round.) All buffs and armor pre-cast before taking on this form are suspended until the effect ends, and then they are restored. Buffs from Jewelry and potions remain active A Shadow Prowler cannot cast spells while in this form This counts as a Spell during the transformation process and may be countered, but once the change is complete it may not be dispelled
Shadow Prowler War Form Claws
Cost: Free (must be in Shadow Prowler War Form)
Duration: Untill dismissed
Incantation: None
Movements: Assume their War Form then extend their fingers.
Auto Hit: No
Friendly Fire: N/A
Requirements: Shadow Prowler War Form -----------------------------------------------------------------------------------------------------------------------------------------------------------
A Shadow Prowler Claws can be used to slice open their prey with ease. Those struck will take an initial 2 Body, 2 Spirit Damage and must also roll a DC: 11 or become infected with a severe fever adding 1 Body and Spirit Damage per round till the DC is beaten. Purgo Caro (Purge Impurities of the Flesh) spell can also be cast to cure the fever. Does not count as a spell
Shadow Prowler War Form Bite
Cost: Free
Duration: Until dismissed
Incantation: None
Movements: Assume their War Form then sink their teeth into their target.
Auto Hit: No
Friendly Fire: N/A
Requirements: Shadow Prowler War Form -----------------------------------------------------------------------------------------------------------------------------------------------------------
A Shadow Prowler's War Form Bite is quite savage indeed. Anyone suffering a bite from those powerful jaws will take 1 Body and 2 Spirit and must also make a DC: 11 or lose an extra 1 Body and 1 Spirit from the damage caused. Does not count as spell
Shadow Prowl
Cost: Free
Duration: As long as the demon is in shadows
Incantation: None
Movements: Step into the shadows.
Auto Hit: N/A
Friendly Fire: N/A
Requirements: Abyssal Hellhound, Shadow Prowler War Form, Shadewalker any Form -----------------------------------------------------------------------------------------------------------------------------------------------------------
Shadow Prowlers in War Form and Abyssal Hellhounds have the ability to step from one shadow to another instantaneously for up to 60-foot radius as a means to remain invisible or surprise attack a Foe. Shadewalkers may travel up to 90 feet. This ability allows them to be cloaked in the shadows, completely imperceptible to the naked eye and other senses by bending the light and masking their presence to all around them, making it nearly impossible to be attacked by a single target spell. If the demon makes any sort of action with the potential to have a negative (-) effect on an entity, their cloak will drop revealing their presence for all to see. If used to surprise attack, they receive a +2 to their Attack Roll. However, if the demon's attack fails, they receive a -2 to their Defense Roll for that round. "Visus Tenebrosus" (Shadow Sight) or Lux Caelorum (Light of Heavens) can also be cast to penetrate this ability and reveal the location of the Prowler. Stealth is not a spell. Shadow Step counts as spell
Nine Lives
Cost: Free
Duration: Duration of the War Form
Incantation: None
Movements: Assume their War Form.
Auto Hit: N/A FriendlyFire: N/A
Requirements: Shadow Prolwer War Form -----------------------------------------------------------------------------------------------------------------------------------------------------------
The Shadow Prowler is imbued with a certain level of ‘Luck’ in that they will have a +2 to their Combat Rolls in this form. Any roll of (1) is rerolled and all DC checks get another roll if the first one fails.
Weakness: Holy Light
Cost: N/A
Duration: N/A
Incantation: None
Movements: None
Auto Hit: N/A
Friendly Fire: N/A
Requirements: All demonic beings: Succubus, Incubus, Hellhound, Abyssal Hellhound, Shadow Prowler (War Form only), Shadewalker (War Form Only) Devil, Fiend, Archdemon, Sphinx,, Arch-Sphinx (this is not an exhaustive list). --------------------------------------------------------------------------------------------------------------------
The cleansing light of the Creator is anathema to the existence of demons and demonic beings. All demonic beings will take double damage from Holy Light spells unknown or Holy Vengeance weapons unknown Does not count as spell
Shadow Prowler Shadow Sight
Cost: Free
Duration: Permanent
Incantation: None
Movements: None
Auto Hit: N/A
Friendly Fire: N/A
Requirements: Shadow Prowler, Shadewalker -------------------------------------------------------------
Born of the Shadow Realm, Shadow Prowler’s have Shadow Sight, the ability to see without any source of light and through any type of darkness, even supernatural. Things seen within these variations of darkness will be seen in a black and white spectrum. This renders the Shadow Prowler immune to the effects of the spell Umbra Integumentum (Shadow Cover). The Shadow Prowler can see characters attempting to use Umbra Ambulate (Shadow Walk) or the Shadow Prowler’s Shadow Prowl as a stealth mechanic. This does NOT affect the bonuses of Umbra Ambulate (Shadow Walk) or Shadow Prowl when used as part of an attack. This ability does not count as a spell. This has all of the same effects as the spell Visus Tenebrosus (Shadow Sight), and is permanently active in both of the Shadow Prowler forms.
Form Mastery
Cost: Free
Duration: As long as the user wishes.
Incantation: None
Movements: Emote the partial transformation.
Auto Hit: N/A
Friendly Fire: N/A
Requirements: Lycan Pack Leader, Shadewalker -----------------------
The character is able to manipulate their bodies to take on aspects of their War Form without fully transforming. They may use War Form attacks (Claw and Bite) and movement (60 feet per Round), without undergoing a full transformation. This partial transformation is instant and the character is allowed to move and make an immediate attack in addition to using this ability. This does not count as spell. This does NOT bestow the AC 8 or the doubling of stats from Lycan War Form. This does NOT bestow Nine Lives or the +2 bonus to Attack and Defense from Shadow Prowler War From.
Primal Roar
Cost: None
Duration: Instant
Incantation: A challenging bestial roar.
Movements: None, however the character must be in War form.
Auto Hit: Yes
Friendly Fire: N/A
Requirements: Lycan Pack Leader, Shadewalker -------------------------------------------------------
The roar of an apex predator echoes through the battlefield inducing fear in their enemies. All enemies who can hear the roar must roll a DC: 10 or suffer 3 Spirit Damage. Further more enemies that take half or more of their base Spirit in Damage from this ability will be frozen in fear and lose their next Round. This may only be used ONCE PER COMBAT per character in War Form.
One with Shadow
Cost: Per Spell
Duration: Per Spell
Incantation: None
Movements: None
Auto Hit: Per Spell
Friendly Fire: Per Spell
Requirements: Shadewalker ---------------------------------------------
In becoming a Shadewalker, the Shadow Prowler has grown closer to the darkness of their home and shadows seem to willingly bend to their will at all times. Shadewalker’s are able to cast and maintain the following Shadow Spells innately without incantations and movements in War Form if they have been learned. The +2 Bonus gained in War Form now applies to casting Shadow Spells. Shadow Spells available in War Form: Umbra Vincla (Shadow Bind) Imperium Umbrae (Control Shadows) Mutatio Obscura (Dark Transformation) Umbra Fulmen (Shadow Lightning) Umbra Integumentum (Shadow Cover) Umbra Didymus (Shadow Twin) Umbra Exilium (Shadow Exile) Umbra Hirudo (Shadow Leech, Oracle Spell) New spells will be assessed on a case by case basis.
Riddle of the Sphinx
Cost: 1 Mind
Duration: Until the DC is passed.
Incantation: RP to Player taste.
Movements: Must point at the target.
Auto Hit: Yes
Friendly Fire: N/A
Requirements: Sphinx, Arch-Sphinx --------------------
The Sphinx points at their target and speaks a riddle, Cursing their intended target to puzzle over the riddle before they can take most other actions. The Target rolls a DC:13 without modifiers to determine if they can come up with an answer to the riddle to avoid the effects of this Curse. The Target cannot Attack, Cast Spells, or use Abilities until they solve the riddle (pass the DC) on their Turn. The Target may still Defend and benefit from existing Passive Spells and Abilities. For an Arch-Sphinx, the Spell DC is increased to 16 without modifiers. Only one Target may be affected by this ability at any given time. Targets without a Spoken Language as well as Mindless Undead and Automatons are Immune (DM discretion.) This Minor Curse breaks if the Target is Attacked by the Sphinx.
Dark Presence
Cost: Free
Duration: Permanent
Incantation: None
Movements: None
Auto Hit: N/A
Friendly Fire: N/A
Requirements: Arch-Sphinx --------------------
The Arch-Sphinx is a being of dark beauty and an intimidating presence that causes those that would bring harm to them to fumble and falter out of Fear. The Arch-Sphinx has a dark aura with a 30 Foot Radius, which inflicts a -2 penalty to ALL DC Rolls made by Enemies in their presence. This is a Fear Effect and cannot affect those of a Higher Rank. Mindless Undead and Automatons are Immune.
Lunar War Form
Incantation: None
Movements: Emote the transformation.
The Lunar War Form is a haunting sight, a spectral manifestation of Luna's true nature as the Hunt's chosen wraith. Her body dissolves into a silhouette of flickering moonlight and dark flame. Silver fire courses through semi-transparent veins, and her eyes burn like twin eclipses suspended in shadow. She moves without sound, her presence chilling and divine. In this form, Luna becomes a living wraith of moonfire and ash. The form lasts as long as Luna wills, though the longer she remains in it, the more her mortal essence fades beneath the cold burn of lunar energy, loosing herself becoming the original iteration of the wild hunt. She can attack twice per round either two claw strikes or one claw and one bite. Her Body, Mind, and Spirit are doubled, and her armor becomes AC: 8 (Ethereal). Luna's movement speed increases to 60 feet per Turn, allowing her to glide, flicker, and partially phase through thin walls or barriers. Lunar War Form grants access to the following abilities: Lunar Claws, Lunar Bite, Eclipse Howl, and Lunar Ascension Wraithly Traits: Luna counts as both Ethereal and Material, allowing her to phase through non-magical obstacles. She can attack both material and ethereal (ghostly) targets, and can be targeted by attacks from such beings. She is also vulnerable to attacks crossing the barrier, such as Spectral Arrow. Her voice becomes an echo, capable of being heard from any direction within 30ft. ---------------------------------
Lunar Bite
Cost: Free
Duration: Instant
Incantation: None
Movements: Bite your target.
Auto Hit: No
Friendly Fire: No
Requirements: Wildbrand Hound Lunar Warform ----------------------
Luna's teeth cut like razors and jaws crush like a vice, her victims lose parts of their soul piece by piece. This bite deals 2 Body and 2 Spirit damage and restores 1 Body to Luna as she draws strength from her prey. If this attack is used to kill or destroy the target, Luna gains the full damage dealt as Healing. Does not count as spell.
Lunar Claws
Cost: Free
Duration: Instant
Incantation: None
Movements: Claw your target.
Auto Hit: No
Friendly Fire: No
Requirements: Wildbrand Hound ----------------------
Luna’s claws become extensions of lunar flame. Each strike inflicts 2 Body and 1 Spirit damage. In Lunar War Form, the claws burn brighter dealing 3 Body and 2 Spirit damage. Does not count as spell.
Lunar Ascension
Cost: Free
Duration: 2 Attacks
Incantation: None
Movements: None
Auto Hit: N/A
Friendly Fire: N/A
Requirements: Wildbrand Hound Lunar Warform ----------------------
When surrounded by battle, Luna enters a heightened state — her claws and eyes glow white. Luna's attacks gain +2 Spirit damage for 2 Attacks. This ability may only be used Once per Combat scene.
Moonfire Breath
Cost: 2 Spirit
Duration: Instant
Incantation: None
Movements: Luna exhales a swirling cone of silver flame laced with shadow.
Auto Hit: No
Friendly Fire: Yes
Requirements: Wildbrand Hound ----------------------
Luna unleashes a cone of moon-touched fire that shimmers between radiant silver and dark violet, searing both flesh and spirit. The cone is 15ft wide and 30ft long and anyone caught within the flames takes 2 Body and 2 Spirit Damage. When in Lunar War Form, the attack intensifies into Eclipse Burst — the fire turns blinding white with streaks of black. The cone expands in size to a 90 degree cone that is 40ft long dealing 3 Body and 3 Spirit Damage. Victims of either version of the attack must roll DC:10 or be Knocked Prone and Blinded by the flash of celestial flame.
Walk on the Dark Side
Cost: Free/2 Spirit
Duration: As long as the Caster wishes
Incantation: None
Movements: Must take a step in any direction.
Auto Hit: N/A
Friendly Fire: N/A
Requirements: Wildbrand Hound ----------------------
Luna may become Ethereal or step into the Spirit Realm at will. Ethereal: Luna may choose to be Ethereal at will for no cost. While in this state, Luna becomes immune to attacks, but this effect can be Dispelled. She cannot make physical contact, or hold anything, but can cast spells and have spells cast upon her. Luna can interact normally with and physically attack another that is Ethereal. Spirit Realm: Luna may step into or out of the Spirit Realm at a cost of 2 Spirit. Luna may carry personal items freely in the Spirit Realm and does not lose them stepping across. If Luna is reduced to 0 Spirit while in the Spirit Realm, their body remains stranded there and must be retrieved before they can be revived.
Eclipse Howl
Cost: Free
Duration: 2 Rounds
Incantation: None
Movements: Raise your head and howl.
Auto Hit: Yes
Friendly Fire: No
Requirements: Wildbrand Hound Lunar Warform ----------------------
Luna raises her head and releases a thunderous lunar howl. Enemies within 30ft must roll DC: 10 or be Frightened by Luna for 2 rounds. The affected Targets deal one less Body Damage with Attacks. They also have -2 to Attack Rolls against Luna and cannot move closer to her.
Securus Materia (Simple Item)
Cost: Free
Duration: One hour unless made permanent via the Manentia Spell
Incantation: Must say "Securus Materia"
Movements: Hover your hands over where you wish to create the object, or open your hand to create something hand-sized within your grasp.
Auto Hit: N/A
Friendly Fire: N/A
Requirements: All Ranks --------------------------------------------------------------------------------------------------------------------
Securus Materia allows the caster to create simple, inanimate objects. The object cannot have any moving parts and may not be made of multiple materials. For example, the conjurer may summon a lead pipe, a wooden stake, or a chunk of rock. The item will last for One Hour then vanish unless made permanent via the Manentia Spell. The created items are of insufficient quality to be used in Treadeskills.
Manentia (Permanency)
Cost: Free
Duration: Permanent
Incantation: Must say "Manentia"
Movements: Hover your hands over the created object while saying the words.
Auto Hit: N/A
Friendly Fire: N/A
Requirements: All Ranks --------------------------------------------------------------------------------------------------------------------
Manentia allows the caster to make their created objects permanent in the world thus they will no longer vanish. This spell will not work on magically created weapons and armor such as Obtestor Arma for example.
Difficilis Materia (Difficult Item)
Cost: 2 Mind
Duration: One hour unless made permanent via the Manentia Spell
Incantation: Must say "Difficilis Materia"
Movements: Hover your hands over where you wish to create the object, or open your hand to create something hand-sized within your grasp.
Auto Hit: N/A
Friendly Fire: N/A
Requirements: All Ranks --------------------------------------------------------------------------------------------------------------------
Difficilis Materia allows the caster to create complex objects of multiple components and with moving parts. For example, the summoner could create an AR-15, a Motorcycle, or a Cellphone. More complex items can be created but require the skill and understanding to do so. This spell could be used to speed up the crafting of items if you have the mastery of the trade. A crafting roll is still required, and the item cannot be magical in nature. The item will last for One Hour then vanish unless made permanent via the Manentia Spell.
Obtestor Arma (Conjure Weapon)
Cost: 0 Mind or 1 Mind
Duration: 1 Hour
Incantation: None
Movements: The caster must reach out with an empty hand as if grasping the weapon.
Auto Hit: N/A
Friendly Fire: N/A
Requirements: All Ranks --------------------------------------------------------------------------------------------------------------------
This spell allows the caster to summon into their hand an owned weapon, or to conjure into existence a magical Bone Weapon, a type of the caster's choosing. The caster may attack with the conjured weapon in the same round as casting this spell. 0 Mind: This allows the caster to summon a weapon of choice made of solid bone, but with the durability of a well-forged sword. Anyone hit by the weapon takes 2 body damage. 1 Mind: Allows the caster to summon into their hand any weapon they might own (recorded on character sheet) this includes all Blacksmith weaponry up to and including Elemental weaponry. Every time the caster wishes to summon a new weapon, this spell must be recast. Any weapon conjured with this spell returns to it's place of origin if the caster drops it, or dissolves in the case of Bone weapons.
Obtestor Armis (Conjure Armor)
Cost: 1 Mind
Duration: 24 Hours
Incantation: Must say "Obtestor Armis"
Movements: Place your arms to your sides and open your palms
Auto Hit: N/A
Friendly Fire: N/A
Requirements: All Ranks --------------------------------------------------------------------------------------------------------------------
This spell allows the caster to summon into being magical armor. The form is subject to the caster's desire, but will consist of legs, arms, body and a helmet. The Armor is summoned fully equipped onto the caster's body. The Armor provides the caster with an AC 13 and cannot be dispelled. Armor does NOT protect you from magic, only physical attacks.
Aufer Materia (Remove Item)
Cost: 1 Mind
Duration: Instantly removes the item
Incantation: Must say "Aufer Materia"
Movements: Point your casting finger at the item you wish to banish.
Auto Hit: N/A
Friendly Fire: N/A
Requirements: All Ranks --------------------------------------------------------------------------------------------------------------------
Aufer Materia allows the caster to banish items or people that have been magically created via spells such as Securus Materia, Difficilis Materia, and Vita Temporaria. This spell will not remove magical weapons and armor such as Obtestor Arma for example.
Vita Temporaria (Temporary Life)
Cost: 3 Mind
Duration: 1 Week
Incantation: Must say "Vita Temporaria"
Movements: Hover your hands over the area where you wish to create the Simulacra.
Auto Hit: N/A
Friendly Fire: N/A
Requirements: All Ranks --------------------------------------------------------------------------------------------------------------------
Vita Temporaria cannot create true life, though it can summon forth impressive simulacra. Creatures -and people- summoned with this power lack the free will to act on their own, mindlessly following the simple instructions of their conjurer instead. People created in this way can be subject to the use of the Possession Psionic Ability. People or Creatures made by this spell will last a week then vanish into insubstantiality. The spell Manentia will not work on beings created by the Vita Temporaria incantation.
Cibus et Potio (Create Food and Drink)
Cost: Free
Duration: Until the meal is consumed
Incantation: None
Movements: Open hand as if to grasp the food or drink item.
Auto Hit: N/A
Friendly Fire: N/A
Requirements: All --------------------------------------------------------------------------------------------------------------------
This spell creates a nourishing snack, meal or drink in the caster's hand, it is filling and staves off hunger or thirst. The quality can be made as good or poor as the caster wishes. The food item can be hot or cold. Cannot be of any potion, poison, acid, valuable fluid, etc. and will not trigger poisoning or allergic reactions in the consumer. Alcoholic beverages are permitted.