SAME Warcraft

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Dragon_Child
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SAME Warcraft

Post by Dragon_Child »

I hope you don't mind Frank, but I had to get in on the fun. SAME design by Frank Trollman, Warcraft by Blizzard Entertainment, the combination by myself. These are some basic ideas so far, and I'll begin working on the real meat (class abilities) later. Flavor text will likewise be added as I have the time for it.

SAME Warcraft

The terms and classifications in SAME Warcraft are as follows.

Class: Every character begins with a Class. A Class determine's a character's starting Specialties, but grants no other bonuses.

Race: Every character belongs to a race chosen at character creation, each of which give different benefits.

Resistance: The resistances in the Warcraft world are Arcane, Fire, Frost, Nature, Shadow, Holy, and Physical. Unlike other resistances, Physical resistance can only be gained from armor and has no mental damage.

Discipline: A Discipline is a group of abilities. A character may only purchase Abilities that belong to a character's Discipline. Purchasing a new Discipline costs the character on Ability. Characters should carefully consider the benefits and drawbacks carefully before purcahsing a new Discipline.

Ability: An Ability is an action that is primarily used in combat.

Skill: A Skill is an action that is primarily for both inside and outside combat.

Knowledge: A Knowledge is similiar to a Skill, but has little to no use. Instead, it is mainly for character flavor.

Talent: A Talent is a passive benefit that improves an existing function (often an Ability) and is gained slower than Abilities.


Character Creation

All characters begin play by choosing a Race, Class, Stats, Abilities, Skills and Knowledges. Race determines the character's base resistances. In addition to base resistances, a character gains 6 resistances to spend as he see fits, although he cannot improve physical resistance. All races have a base of 0 physical resistance. At creation, a character has ten points to spend on Stats, none of which may go higher than 5. A character begins play with 3 Abilities, 10 Skills, and 15 Knowledges. No Skill may ever have more than one third of the total skill bonuses, and no Knowledge may have more than half of a character's total Knowledge bonuses.


Races

All basic races have Resistance 2 in all elements that their race does not effect.

Humans begin with 4 resistance to Holy and 0 resistance to Shadow. A Human has a +1 bonus on Perception and Diplomacy, and a -1 penalty on Tinker and Intimidate.

Dwarfs begin with 4 resistance to Cold and 0 resistance to Fire. A Dwarf has a +1 bonus on Athletics and Manual Dexterity and a -1 penalty on Acrobatics and Diplomacy.

Night Elves begin with 4 resistance to Nature and 0 resistance to Arcane. A Night Elf has a +1 bonus on Stealth and Perception and a -1 penalty on Diplomacy and Tinker..

Gnomes begin with 4 resistance to Arcane and 0 resistance to Nature. A Gnome has a +1 bonus on Manual Dexterity and Tinker and a -1 penalty on Athletics. and Intimidate.

Orcs begin with 4 resistance to Fire and 0 resistance to Shadow. An Orc has a +1 bonus on athletics and Intimidate and a -1 penalty on Tinker and Diplomacy.

Tauren begin with 4 resistance to Nature and 0 resistance to Fire. A Tauren has a +1 bonus on Athletics and Diplomacy and a -1 penalty on Manual Dexterity and Stealth.

Trolls begin with 4 resistance to Shadow and 0 resistance to Arcane. A Troll has a +1 bonus on Acrobatics and Manual Dexterity and a -1 penalty on Perception and Tinker.

Undead (Forsaken) begin with 4 resistance to Shadow and 0 resistance to Holy. An Undead has a +1 bonus on Stealth and Intimidate and a -1 penalty on Acrobatics and Diplomacy.


Skills

For every 3 points in the key stat for each skill a character gains +1 to that skill.

Athletics (STR), Acrobatics (STR), Manual Dexterity (AGI), Stealth (AGI), Perception (ELA), Tinker (ELA), Diplomacy (MOX), Intimidate (MOX), Arcane Magic, Nature Magic
Dragon_Child
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Re: SAME Warcraft

Post by Dragon_Child »

Weapons and Armor


Code: Select all

[br]P is the amount of Physical Resistance an armor provides.[br]M is the movement penalty applied to skill checks that would be hampered by heavy armor.[br][br]Armor......P...M[br]Leather....2...0[br]Mail.......3...1[br]Plate*.....4...2[br]Shield.....1**.1[br][br]*Plate armor requires 7 strength to use[br]**Shields provide a +1 bonus to all resistances[br][br]A is the accuracy bonus of the weapon.[br]D is the base damage of the weapon.[br][br]1h Weapon....A....D[br]Dagger.......2....10[br]Knuckle......1....11[br]Sword........0....12[br]Mace........-1....13[br]Axe.........-2....14[br][br][br]2h Weapon....A....D[br]Staff........2....12[br]Sword........1....13[br]Mace.........0....14[br]Spear.......-1....15[br]Axe.........-2....16[br][br]All ranged weapons can target enemies within 50 meters, with a -2 accuracy penalty for every 25 extra meters, to a [br]total of 200 meters.[br][br]Ranged.....A...D[br]Bow........1...11[br]Crossbow...0...12[br]Gun.......-1...13[br]Wand**.....0...11[br][br]**Unlike other weapons, a wand is an elan-based attack.[br]

A character who uses two weapon may choose to attack with either one and gains +2 to accuracy when attacking.


Leveling

It is reccommended that bonuses be given out in "levels", or several at once. Characters start at level 1. Every level the character gains 2 attributes, 4 skill points, 1 ability, and 4 knowledges. In addition, a character gains a Talent every odd-numbered level.

Some restrictions apply. A character's highest attribute may never be more than five higher his lowest attribute. No Skill may ever have more than one third of the total skill bonuses, and no Knowledge may have more than half of a character's total Knowledge bonuses.


Actions

Actions are divided into five types. Each round, a character may take either one Attack action and one Move action, or one Full action. In addition, a character may take one Instant action, and as many Free actions as he wishes.

In addition, abilities that are labeled as Channeled may be maintained between rounds, with growing effect each round. To maintain a Channeled action, a character must take the same type of action as it takes to use the ability, unless otherwise noted. Channeled spells are subject to interruption from some abilities.

Starting characters are assumed to have a base speed of 10 meters.


Abilities

All characters may make basic attacks with their weapons, using the accuracy and damage bonus adjusted by their attributes. Abilities and talents will be listed below, according to class.

Damage Types

For every two mental wounds a character takes, he suffers a -1 penalty on certain effects. If a character ever suffers 10 mental wounds, he becomes incapitated.

Fire: Penalty to Strength based soak rolls. Status effect of fear.

Frost: Penalty to Agility based attack rolls. Status effect of being encased in ice.

Arcane: Penalty to Elan based soak rolls. Status effect of polymorph.

Nature: Penalty to Agility based defense. Status effect of petrification.

Shadow: Penalty to Moxie based defense. Status effect of sleep.

Holy: Penalty to Moxie based attack rolls. Status effect of comatose, leading to mind control.


Damage Over Time (DOT) : DOTs occur in levels. At the beginning of his turn, a character's DOT level is reduced by one and he suffers one wound. In order to remove DOTs before they deal wound damage, a character must use different types of spells.
Dragon_Child
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Re: SAME Warcraft

Post by Dragon_Child »

Warrior Class


Arms Discipline (Warrior)

Charge
Action: Full
Range: Minimum of 10m up to 20m
Effect: The character charges toward the target, moving adjacent to it and making one melee attack at +2 damage.

Hamstring
Action: Attack
Range: Melee
Effect: The character makes a normal weapon attack at +6 damage. This attack inflicts no wounds and instead the target has their speed reduced by 1m for each wound that would have been taken. Hamstring lasts 5 rounds.

Heroic Strike
Action: Full
Range: Melee
Effect: The character makes a melee attack with a bonus to damage equal to half of his current wounds (rounded down) against one target.

Mocking Blow
Action Instant
Range: Melee
Effect: The character makes an elan-based physical attack that has a base damage of 14. If this attack wound deal wound damage, it deals no damage and instead causes the target to attack the character with any attacks it uses on its next round. Using this ability reduces the character's elan-based soak rolls by 2 until his next round.

Mortal Strike
Action: Full
Range: Melee
Effect: The character makes a weapon attack as normal. If the attack hits, the target only receives half benefit from healing spells and effects for a number of rounds equal to twice the wound damage dealt.

Overpower
Action: Attack
Range: Melee
Effect: The character may only use this attack against an enemy who he failed to wound with a melee attack last round. The character makes a normal weapon attack except he gains +2 accuracy and ignores all resistance bonuses the target may have from a shield.

Rend
Action: Attack
Range: Melee
Effect: The character causes a bleeding wound, making a normal weapon attack at +4 damage which deals all wounds as DOTs to the target.

Retaliation
Action: Full
Range: Self
Effect: The character gains +2 accuracy and damage next turn against all targets that attacked him during the turn he used this ability.

Sweeping Strikes
Action: Instant
Range: Self
Effect: All melee attacks that the character makes during this turn affects his target and one other additional target but suffer a -2 penalty to damage. Sweeping Strikes cannot be used with attacks that hit multiple targets.

Thunder Clap
Action: Attack
Range: 10m radius centered on Self
Effect: The character makes a strength based 9 damage nature attack against all enemies within range. Those who suffer at least one wound also take 1 mental nature wound.


Fury Discipline (Warrior)

Battle Shout
Action: Attack
Range: 30m radius centered on Self
Effect: The character heals himself and all allies within range of 4 mental fire wounds and 2 DOTS.

Beserker Rage
Action: Instant
Range: Self
Effect: The character is healed of all mental fire wounds and DOTS and gains +4 damage bonus on strength based attacks for two rounds. Using this ability causes the character to suffer two wounds.

Bloodthirst
Action: Attack
Range: Melee
Effect: The character makes a normal weapon attack at -1 damage. If it deals wound damage to the target, the character is healed one wound.

Challenging Shout
Action: Attack
Range: 20m radius centered on Self
Effect: The character makes a elan-based 14 damage fire attack against all enemies within range. If this attack wound deal wound damage, it deals no damage and instead causes the targets to attack the character with any attacks it uses on its next round.

Cleave
Action: Attack
Range: Melee
Effect: The character makes a normal melee attack against the target and his closest ally.

Deathwish
Action: Instant
Range: Self
Effect: The character gains a +2 bonus to strength and a -2 penalty to all resistances until his next round.

Demoralizing Shout
Action: Attack
Range: 10m radius centered on Self
Effect: The character makes an elan-based 11 damage mental fire attack against all enemies within range.

Execute
Action: Full
Range: Melee
Effect: The character makes a normal weapon attack at +6 damage. If the attack does not leave the target at 10 or more wounds, it deals no damage and the character instead takes 2 wounds.

Intercept
Action: Full
Range: Minimum 10m to a maximum of 30m
Effect: The character charges an opponent, moving adjacent to the target and makes a normal weapon attack. If the attack would wound the target, it instead deals no damage and stuns the target for one round, preventing it from acting.

Intimidating Shout
Action: Attack
Range: 5m radius centered on Self
Effect: The character makes an elan-based 20 damage mental fire attack against all targets within range. Any mental damage dealt fades after one round.

Piercing Howl
Action: Attack
Range: 10m radius centered on self
Effect: The character makes a elan-based 10-damage fire attack against all enemies within range. The attack does not deal wounds and instead reduces the target's speed by 1m for each wound that would be dealt.

Pummel
Action: Instant
Range: Melee
Effect: The character makes a strength-based 10 damage physical attack. If the target suffers any wounds, all abilities that are being channeled or cast are interrupted. The character suffers a -2 penalty on all elan-based soak rolls until his next round.

Recklessness
Action Instant
Range: Self
Effect: The character gains a +2 bonus on accuracy with all attacks and a -2 penalty to agility and moxie based defense until his next turn.

Slam
Action: Attack
Range: Melee
Effect: The character makes an elan-based physical attack that uses the accuracy and damage of his current weapon.

Whirlwind
Action: Attack
Range: Melee radius
Effect: The character makes a normal weapon attack against all enemies within melee range. The character suffers a -1 penalty to agility based defense until his next round.


Protection Discipline (Warrior)

Bloodrage
Action: Attack
Range: Self
Effect: The character is healed of 2 wounds and 2 of each mental wound, but suffers 4 DOTs.

Concussion Blow
Action: Attack
Range: Melee
Effect: The character makes a normal weapon attack at damage -2. If it deals wound damage, the target takes a -2 penalty on accuracy for his next round.

Disarm
Action: Attack
Range: Melee
Effect: The character makes a normal weapon attack at damage +2. The attack deals no damage, but for every wound inflicted the target suffers a -1 penalty to accuracy with weapon attacks for 5 rounds.

Last Stand
Action: Instant
Range: Self
Effect: The character is healed of up to five wounds. In five rounds, the character takes five wounds of damage, regardless of how much damage was healed originally. A character may not use Last Stand if he has used it within the last five rounds.

Revenge
Action: Attack
Range: Melee
Effect: Revenge is only usable against an opponent that successfully caused at least one normal wound last round. The character makes a normal weapon attack against the target, but gains a bonus to accuracy equal to the number of wounds dealt by the target to the character last round.

Shield Bash
Action: Instant
Range: Melee
Effect: The character makes a strength-based 12 damage physical attack. If the target suffers any wounds, all abilities that are being channeled or cast are interrupted. The character must have a shield equipped to use this ability and loses all resistance bonuses granted by his shield until his next round.

Shield Block
Action: Move
Range: Self
Effect: The character gains a +1 bonus to physical resistances for one round. This ability requires a shield.

Shield Wall
Action: Full
Range: Self
Effect: The character gains a +5 bonus to all resistances for one round.

Suner Armor
Action: Attack
Range: Melee
Effect: The character makes a normal weapon based attack. The attack deals no damaeg, but for every two wounds that would have been inflicted (rounded down) the target suffers a -1 penalty to physical resistance for 5 rounds.
Dragon_Child
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Re: SAME Warcraft

Post by Dragon_Child »

Priest Class


Discipline Discipline (Priest)


Dispel Magic
Action: Attack
Range: 75m
Effect: The character chooses one spell currently affecting the target to remove.

Divine Spirit
Action: Attack
Range: 25m
Effect: The character removes 3 mental wounds of a single element from one target.

Elune's Grace
Action: Attack
Range: Self
Effect: The character gains a +2 soak bonus against all ranged attacks, but also suffers a -2 soak penalty against all melee attacks. This ability can be dismissed as an Attack action. Elune's Grace is a spell effect.

Feedback
Action: Attack
Range: Melee
Effect: The character makes a normal weapon attack. If the attack deals more than 2 wounds of damage, the target suffers a -1 penalty on all moxie-based attack rolls for one round.

Inner Fire
Action: Attack
Range: Self
Effect The character gains a +3 bonus to physical resistance and a +1 bonus to accuracy rolls with all melee weapons. If the character is wearing armor, the ability fails to function. Inner Fire cannot be used with other abilities that require the character does not wear armor. Inner Fire is a spell effect.

Mana Burn
Action: Attack
Range: 50m
Effect: The character makes a elan based 13 damage shadow attack against the target. Instead of using elan, the target must instead roll soak based on strength.

Power Word: Fortitude
Action: Attack
Range: 25m
Effect: The character grants the target a +1 bonus on all strength-based soak rolls. This ability functions as long as the target is within range of the character. Power Word: Fortitude is a spell effect.

Power Word: Shield
Action: Attack
Range 25m
Effect: The characer grants the target a +1 bonus on all elan-based soak rolls. This ability functions as long as the target with within range of the character. Power Word: Shield is a spell effect.

Starshard
Action: Attack, Channeled
Range: 15m radius centered on Self
Effect: The character makes a elan-based 9 damage arcane attack against all enemies within range. The spell may be channeled for a number of rounds equal to the character's elan, gaining +1 damage each round.



Holy Discipline (Priest)


Cure Disease
Action: Attack
Range: 100m
Effect: The character cures the target of all diseases.

Desperate Prayer
Action: Instant
Range: Self
Effect: The character heals himself of a number of wound levels of his choosing, but suffers a penalty to all soak rolls equal to the number cured until his next round.

Flash Heal
Action: Attack
Range: 30m
Effect: The character cures the target of 2 wounds.

Heal:
Action: Two Full Rounds
Range: 30m
Effect: The character cures the target of 5 wounds.

Holy Fire
Action: Attack
Range: 50m
Effect: The character makes a elan-based 13 damage fire attack against the target. If the attack deals wound damage, the target suffers an additional 3 DOTs.

Holy Nova
Action: Full Round
Range: 10m radius centered on Self
Effect: The character makes an elan-based damage 9 holy attack against all enemies within range. In addition, all allies (but not the character) within range are healed one wound.

Prayer of Healing
Action: Full round, Channeled
Range: 25m radius centered on Self
Effect: The character heals all allies within range a number of wounds depending on how long the spell is channeled. The ability heals no damage on the first round and heals a number of wounds equal to half the number of rounds the spell has been channeled, rounded down, to a max of 5.

Renew:
Action: Attack
Range: 30m
Effect: The character heals the target of 5 DOTs.

Smite:
Action: Attack
Range: 50m
Effect: The character makes an elan-based 13 damage holy attack against the target.


Shadow Discipline (Priest)

Devouring Plague
Action: Full round
Range: 50m
Effect: The character makes an elan-based 11 damage attack against the target. If the
attack deals at least one wound of damage, the character is healed of one wound.

Fade
Action: Instant
Range: Self
Effect: The character gains a +2 bonus to defense, but suffers a -2 penalty to accuracy until his next round. The character cannot use Fade when channeling a spell. Fade is a spell effect.

Hex of Weakness
Action: Attack
Range: Melee
Effect: The character makes a elan-based 15 damage shadow attack against the target. The attack deals no wound damage, but for every two wounds inflicted (rounded down), the target takes a -1 penalty on the damage of all attacks and abilities for 10 rounds. Hex of Weakness is a curse effect.

Mind Blast
Action: Attack
Range: 50m
Effect: The character makes an elan-based 13 damage shadow attack against the target.

Mind Control
Action: Attack
Range: 50m
Effect: The character makes an elan-based 13 damage mental holy attack against the target.

Mind Flay
Action: Full Round, Channeled
Range: 50m
Effect: The character makes an elan-based 11 damage mental shadow attack against the target. While under the effect of Mind Flay, the target's speed is halved. For each round that Mind Flay is channeled the character gains a +1 bonus to accuracy with the ability.

Mind Soothe
Action: Attack
Range: 50m
Effect: The character makes an elan-based 13 damage mental shadow attack against the target.

Psychic Scream
Action: Attack
Range: 10m radius centered on Self
Effect: The character makes an elan-based 11 damage mental fire attack against all enemies within range.

Shadow Protection
Action: Attack
Range: 25m
Effect: The character grants the target a +2 bonus to shadow resistance and a -1 penalty to holy resistance. This ability is dismissable with a standard action from either the character or the target. Shadow Protection is a spell effect.

Shadow Word: Pain
Action: Attack
Range: 50m
Effect: The character makes an elan-based 17 damage shadow attack against the target that deals its wound damage in DOTs.

Shadowform
Action: Attack
Range: Self
Effect: The character enters Shadowform, strengthing the power of all of his shadow spells and weaking his other abilities. The character gains a +2 damage bonus to all shadow damage attacks, but suffers a -4 penalty to accuracy with all other attacks. In addition, a character cannot use abilities that heal wounds while in Shadowform unless those abilities also deal shadow damage. The character may dismiss Shadowform as an attack action. Shadowform is a spell effect.

Shadowguard
Action: Attack
Range: Self
Effect: The character is surrounded by a swirling shadowy shield that that retaliates against enemy's attacks. The next opponent to attack the character with a melee attack suffers from a elan-based 11 damage shadow attack. Shadowguard is a spell effect.

Vampiric Embrace
Action: Attack
Range: 20m
Effect: The character makes an elan-based 15 damage shadow attack against the target. This ability deals no damage, but instead for every wound that wound have been inflicted, the target suffers from the effects of Vampiric Embrace for one round. A character heals one wound every time he deals at least one wound with a shadow-based attack against a target with Vampiric
Embrace. Vampiric Embrace is a curse effect.
RandomCasualty
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Re: SAME Warcraft

Post by RandomCasualty »

Conceptually I'm not quite so sure about having plate armor require 7 strength is such a good idea. It tends to generate a rather extreme effect. When you have 7 strength, you are already going to have a good physical soak, to make that even better with armor is probably not a good idea, beacuse it means when you go from 6-7 strength you're gaining more than just a +1 to physical soak.

If you're going to restrict armor, I would make an ability required for plate armor proficiency, and possibly put the 7 strength requirement on that. That way the bonus to soak you're getting is coming from an ability, not from getting a strength point which happens to be more valuable than any other ability point.
Username17
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Posts: 29894
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Re: SAME Warcraft

Post by Username17 »

Right now it looks like the Horde has no diplomacy bonuses. This seems wrong. Remember that the Orcs in Warcraft are the leaders of The Horde even though the Abominations are larger and more frightening. So the Orcs should be a + Diplomacy race.

That being said, since only the Night Elves are presented with a -2 to a skill. And since this version doesn't actually require people to ever spend points on skills, this means that everyone who wants to tank Diplomacy is just going to be a Night Elf. They should probably get with the program and have a -1 to diplomacy and a -1 to some other skill (tinker maybe?)

And... no Goblins?!? I don't play WoW because I don't have any money or free time. But even if I did have those things there's no way I'd play as long as Goblins weren't implemented. Since this is an RPG, rather than a massive multiplayer conquest game, there is no reason to bar people from the obscure races. Goblins, Blood Elves, Ogres, and Naga should all be PC available.

The way you have the races portioned out, you could have appropriate and unique skill bonuses and penalties for 420 races, so doing all the Warcraft races should be a snap.

-Username17
Dragon_Child
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Re: SAME Warcraft

Post by Dragon_Child »

wrote:Conceptually I'm not quite so sure about having plate armor require 7 strength is such a good idea.


Thinking about it, I agree. I'm thinking what I might do is give a list of armor abilities that you can choose for free. Similiar to the priest Inner Fire ability, for example. I'll think on this, and then write something up...


wrote:Right now it looks like the Horde has no diplomacy bonuses.


Considered, but I think I'm going to give it to the Tauren instead of orcs.The Tauren are generally more friendly, and actually managed to make friends with some of the night elves. I think Intimidate is just a better fit for Orcs.

As for goblins, I do plan on adding them, but I think you summed up why there aren't any yet. There are a LOT of races that could be considered playable. There are a lot of others in addition to the ones you named, and I just want to get the base of everything set down first.
Dragon_Child
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Posts: 73
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Re: SAME Warcraft

Post by Dragon_Child »

Mage Class


Arcane Discipline (Mage)


Amplify Magic
Action: Attack
Range: 25m
Effect: The character amplifies magic against one target. The target suffers a -1 penalty on all elan-based soak rolls, but heals one more wound wound, including mental and DOTs, from healing spells. This ability is dismissable as an Attack action by either the caster or the target. Amplify Magic is a spell effect.

Arcane Explosion
Action: Attack
Range: 15m radius centered on Self
Effect: The character makes an elan-based 11 damage arcane attack against all enemies within range.

Arcane Intellect
Action: Attack
Range: 25m
Effect: The characer grants the target a +1 bonus on all moxie-based accuracy rolls. This ability functions as long as the target with within range of the character. Arcane Intellect is a spell effect.

Arcane Missiles
Action: Attack, Channeled
Range: 30m
Effect: The character makes an elan-based 13 damage arcane attack against the target. For every additional round that the spell is channeled, it gains a +1 bonus to damage.

Arcane Power
Action: Full Round
Range: Self
Effect: The character gains a +4 bonus on moxie-based accuracy rolls during his next turn. Arcane Power is a spell effect.

Dampen Magic
Action: Attack
Range: 25m
Effect: The character fortifys one target against magic. The target gains a +2 bonus on all elan-based soak rolls, but heals one less wound, including mental and DOTs, from healing spells. This ability is dismissable as an Attack action by either the caster or the target. Dampen Magic is a spell effect.

Mage Armor
Action: Attack
Range: Self
Effect: The character gains a +2 bonus to one resistance of his choice. If the character is wearing armor, the ability fails to function. Mage Armor cannot be used with other abilities that require the character does not wear armor. Mage Armor is a spell effect.

Mana Shield
Action: Instant
Range: Self
Effect: The character protects himself with a shield of pure magic, gaining the ability to inflict incoming blows. The character takes no physical wound damage from attacks, but for each point of damage he would take he instead suffers a -1 penalty to Strength, Agility, Moxie, and Elan on his next round. Once cast, Mana Shield cannot be cast for another five rounds. Mana Shield is a spell effect.

Polymorph
Action: Attack
Range: 50m
Effect: The character makes an elan-based 13 damage mental arcane attack against the target.

Remove Curse:
Action: Attack
Range: 100m
Effect: The character removes all curses from the target.


Fire Discipline (Mage)

Blast Wave
Action: Full Round
Range: 20m radius centered on Self
Effect: The character makes an elan-based 12 damage fire attack against all enemies and allies within range. In addition, each target that takes at least one wound damage has their movement speed reduced by 2m until the character's next round.

Fire Blast
Action: Attack
Range: 150m
Effect: The character makes an elan-based 11 damage fire attack against the target.

Fire Ward
Action: Attack
Range: 25m
Effect: The character grants the target a +2 bonus to fire resistance and a -1 penalty to frost resistance. This ability is dismissable with a standard action from either the character or the target. Fire Ward is a spell effect.

Fireball
Action: Attack
Range: 50m
Effect: The character makes an elan-based 13 damage fire attack against the target.

Flamestrike
Action: Attack
Range: 50m range with a 20m radius
Effect: The character makes an elan-based 12 damage fire attack against all allies and enemies within the area of effect.

Pyroblast
Action: Two Full Rounds
Range: 50m
Effect: The character makes an elan-based 15 fire damage attack against the target. If the attack deals at least one wound damage, the target also suffers two DOTs.

Scorch
Action: Attack
Range: Melee
Effect: The character makes an elan-based 13 fire damage attack with a +2 bonus to accuracy against the target.



Frost Discipline (Mage)

Blizzard
Action: Full Round, Channeled
Range: 50m range with a 10m radius
Effect: The character makes an elan-based 12 damage Frost attack against all enemies and allies within the area of effect. For each round that the character channels the ability it gains a +1 bonus to damage.

Cone of Cold
Action: Attack
Range: 15m
Effect: The character makes an elan-based 13 damage Frost attack against the target and all of his adjacent allies. If Cone of Cold deals at least one wound damage, it also deals 1 frost mental wound.

Frost Armor
Action: Standard
Range: Self
Effect: The character gains a +3 bonus to physical resistance and may make an elan-based 7 damage mental frost attack against all targets who make a melee attack against him. If the character is wearing armor, the ability fails to function. Inner Fire cannot be used with other abilities that require the character does not wear armor. Frost Armor. is a spell effect.


Frost Nova
Action: Attack
Range: 20m radius centered on Self
Effect: The character makes an elan-based 11 damage mental frost attack against all enemies within range.

Frost Ward
Action: Attack
Range: 25m
Effect: The character grants the target a +2 bonus to frost resistance and a -1 penalty to fire resistance. This ability is dismissable with a standard action from either the character or the target. Frost Ward is a spell effect.

Frostbolt
Action: Attack
Range: 50m
Effect: The character makes an elan-based 13 damage frost attack against the target.

Ice Barrier
Action: Instant
Range: Self
Effect: The character suffers from 1 mental frost wound, but his channeled spells cannot be interrupted until his next turn.

Ice Block
Action: Full round
Range: Self
Effect: The character gains a +5 bonus to all resistance for one round.
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