Elemental Spells

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Elemental Spell List

ELEMENTAL SPELL LIST
Electric Fire Ice Wind Light Dark Almighty
Tier 1
Zio Agi Bufu Garu Hama Mudo Life Drain
- - - - - - Spirit Drain
Tier 2
Zionga Agilao Bufula Garula Hamaon Mudoon Megido
Blue Wall Red wall White Wall Green Wall Holy Wall Cursed Wall -
Elec Break Fire Break Ice Break Wind Break Light Break Dark Break -
Tier 3
Ziodyne Agidyne Bufudyne Garudyne Heaven's Judgement Hell's Judgement Megidola
Tier 4
- - - - - - Megidolaon

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Electric Spells

Blue Wall

Name: Blue Wall
Tier: Second Tier
First Aptitude Defence Second Aptitude: Elec
Action: Half SP: 4 SP
Sustain Action: Half Sustain SP: 1 SP per Round
Damage: 1d10+MCB Energy Elec Range: 20m
Effect
You encase yourself or an ally in an electric field that diffuses incoming electric attacks. You or one ally set their Electric Resistance to Resist, unless it is already higher. This effect continues so long as it is sustained. If the target is afflicted with Elec Break, then Blue Wall does not apply its benefits to the target, but instead instantly dispels Elec Break.
Sustainability Effects
This power may be sustained, as above. However, once sustaining is stopped, it naturally fades after two rounds. Once sustainment is dropped it may not be restarted.
You may sustain more than one copy of this spell, so long as you have the Actions to do so. Furthermore, people may have multiple copies of Blue Wall, but their Elec Resistance remains at 'resist', and you may not expend more than one Blue Wall to damage the same attacker.
Special Notes and Effects
Electric Feedback: As a free, when an enemy performs a melee attack on a target protected by a Blue Wall, that target may instantly expend the effect to deal the above damage to the target, who may evade as usual.
Flashbang: As a free, anyone benefitting from a Blue Wall may instantly expend the effect and force all enemies within 2m to test Agility+10. On a failure, they are blinded for 1 round, +1 per Degree of Failure. This may be used as a free before an enemy attack if desired.
Elec Trap: This power may be used on an empty square in range instead. If an ally moves through or onto an empty square containing a Blue Wall, then as a free, the power may be applied to them as above. If an enemy moves through or onto the square, however, then as a free, the power may be immediately expended to deal an Electric Feedback to the enemy. As a free, the power may also be immediately expended to deal a Flashbang effect centered on that square.

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Elec Break

Name: Elec Break
Tier: Second Tier
First Aptitude Ailment Second Aptitude: Elec
Action: Half SP: 4 SP
Sustain Action: Half Sustain SP: 1 SP
Damage: - Range: 20m
Effect
You disrupt the enemy's electric field. One enemy in range loses any resistance they have to electric attacks (Repel, Absorb, Resist). This effect continues so long as it is sustained. If the target is protected with Blue Wall, then Elec Break does not apply its effects to the target, but instead instantly dispels Blue Wall. This includes Blue Wall 'traps' placed on empty squares.
Sustainability Effects
This power may be sustained, as above. However, once sustaining is stopped, it naturally fades after two rounds. Once sustainment is dropped it may not be restarted.
You may sustain more than one copy of this spell, so long as you have the Actions to do so. However, no one can suffer from more than one case of Elec Break at a time.
Special Notes and Effects
Electric Deflection: You may use this power as a Reaction to evade Elec attacks aimed at you. Test your MC; on a success the attack is negated.

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Zio

Name: Zio
Tier: First Tier
First Aptitude Offense Second Aptitude: Elec
Action: Half SP: 1 SP
Damage: 1d10+MCB Energy Elec Range: 40m
Attack Qualities:
-
Effect
You strike an enemy with a bolt of electricity. This is a single-target attack which rolls to hit using your MC. On a hit, the enemy suffers the damage as above, and must test Toughness or Willpower+30 or be Shocked until the start of their next round.
Special Notes and Effects
Conductivity: Should this attack strike a particularly conductive surface (water, for example), then for the next 1d3 rounds, the surface sparks with residual energy. Anyone moving through the area must test vs. Difficult Terrain or take damage as above.
Super Hit Effect
On a super hit, the enemy is automatically shocked. Furthermore, the enemy must test Toughness. On a failure, they suffer 1 level of fatigue and are stunned for 1 round, +1 per 2 degrees of failure (rounding down).

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Zionga

Name: Zionga
Tier: Second Tier
First Aptitude Offense Second Aptitude: Elec
Action: Half SP: 5 SP
Damage: 1d10+MCB Energy Elec Range: 40m
Attack Qualities:
Devastating (5)
Effect
You strike an enemy with an arcing barrage of electricity. This is a single-target attack which rolls to hit using your MC. On a hit, the enemy suffers the damage as above, and must test Toughness or Willpower+30 or be Shocked until the start of their next round.
Special Notes and Effects
Chain Lightning: If there is another enemy within 5m of the target, then the electricity 'leaps' to them. The other enemy is automatically struck by the attack as above. If there is another enemy within 5m of this one that has not been affected by the spell, then the spell leaps to them. It continues this until there are no unaffected enemies within range to leap to.
Conductivity: Should this attack strike a particularly conductive surface (water, for example), then for the next 1d3 rounds, the surface sparks with residual energy. Anyone moving through the area must test vs. Difficult Terrain or take damage as above.
Focus Fire: When using this attack, you may remove the Chain Lightning effect from it at will. In exchange, the attack deals +3 damage.
Super Hit Effect
On a super hit, the enemy is automatically shocked. Furthermore, the enemy must test Toughness. On a failure, they suffer 1 level of fatigue and are stunned for 1 round, +1 per 2 degrees of failure (rounding down).

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Ziodyne

Name: Ziodyne
Tier: Third Tier
First Aptitude Offense Second Aptitude: Elec
Action: Half SP: 10 SP
Damage: 1d10+MCB Energy Elec Range: 60m
Attack Qualities:
Devastating (10)
Effect
You unleash a powerful beam of electricity. This is a line attack which fires a straight, 1m wide line with a length equal to range, and rolls to hit using your MC. On a hit, the enemy suffers the damage as above, rolling individually for each foe, and must test Toughness or Willpower+30 or be Shocked until the start of their next round.
Special Notes and Effects
Chain Lightning: If there is another enemy within 5m of the target, then the electricity 'leaps' to them. The other enemy is automatically struck by the full effect as above. If there is another enemy within 5m of this one that has not been affected by the spell, then the spell leaps to them. It continues this until there are no unaffected enemies within range to leap to.
Conductivity: Should this attack strike a particularly conductive surface (water, for example), then for the next 1d3 rounds, the surface sparks with residual energy. Anyone moving through the area must test vs. Difficult Terrain or take damage as above.
Focus Fire: When using this attack, you may remove the Chain Lightning effect from it at will. In exchange, the attack deals +6 damage.
Super Hit Effect
On a super hit, the enemy is automatically shocked. Furthermore, the enemy must test Toughness. On a failure, they suffer 1 level of fatigue and are stunned for 1 round, +1 per 2 degrees of failure (rounding down).

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Fire Spells

Red Wall

Name: Red Wall
Tier: Second Tier
First Aptitude Defence Second Aptitude: Fire
Action: Half SP: 4 SP
Sustain Action: Half Sustain SP: 1 SP per Round
Damage: 1d10+MCB Energy Fire Range: 20m
Effect
You encase yourself or an ally in a wall of fire that sucks the strength away from incoming fire blasts. You or one ally set their Fire Resistance to Resist, unless it is already higher. This effect continues so long as it is sustained. If the target is afflicted with Fire Break, then Red Wall does not apply its benefits to the target, but instead instantly dispels Fire Break.
Sustainability Effects
This power may be sustained, as above. However, once sustaining is stopped, it naturally fades after two rounds. Once sustainment is dropped it may not be restarted.
You may sustain more than one copy of this spell, so long as you have the Actions to do so. Furthermore, people may have multiple copies of Red Wall, but their Fire Resistance remains at 'resist', and you may not expend more than one Red Wall to damage the same attacker.
Special Notes and Effects
Wall of Flame: As a free, when an enemy performs a melee attack on a target protected by a Red Wall, that target may instantly expend the effect to deal the above damage to the target, who may evade as usual.
Smoke Screen: As a free, anyone benefitting from a Red Wall may instantly expend the effect and create a Smoke (1) effect, centred on themselves. This may be used as a free before an enemy attack if desired.
Fire Trap: This power may be used on an empty square in range instead. If an ally moves through or onto an empty square containing a Red Wall, then as a free, the power may be applied to them as above. If an enemy moves through or onto the square, however, then as a free, the power may be immediately expended to deal a Wall of Flame effect to the enemy. As a free, the power may also be immediately expended to deal a Smoke Screen effect centered on that square.

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Fire Break

Name: Fire Break
Tier: Second Tier
First Aptitude Ailment Second Aptitude: Fire
Action: Half SP: 4 SP
Sustain Action: Half Sustain SP: 1 SP
Damage: - Range: 20m
Effect
You learn to fight fire with fire. One enemy in range loses any resistance they have to Fire attacks (Repel, Absorb, Resist). This effect continues so long as it is sustained. If the target is protected with Red Wall, then Fire Break does not apply its effects to the target, but instead instantly dispels Red Wall. This includes Red Wall Fire Traps placed on empty squares.
Sustainability Effects
This power may be sustained, as above. However, once sustaining is stopped, it naturally fades after two rounds. Once sustainment is dropped it may not be restarted.
You may sustain more than one copy of this spell, so long as you have the Actions to do so. However, no one can suffer from more than one case of Fire Break at a time.
Special Notes and Effects
Fire Deflection: You may use this power as a Reaction to evade Fire attacks aimed at you. Test your MC; on a success the attack is negated.

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Agi

Name: Agi
Tier: First Tier
First Aptitude Offense Second Aptitude: Fire
Action: Half SP: 1 SP
Damage: 1d10+MCB Energy Fire Range: 40m
Attack Qualities:
-
Effect
A bolt of flame strikes the enemy, enveloping it in smoke and heat. This is a single-target attack which rolls to hit using your MC. On a hit, the enemy suffers the damage as above, and must test Agility or Willpower+30 or be set on fire.
Special Notes and Effects
Hot!: Certain areas react violently when exposed to heat. Ice and water melt and boil away, some metals become extremely hot and oil burns. Should this attack strike a liquid surface such as water or ice, it evaporates into walls of steam, replicating the Smoke Screen effect from Red Wall. This can also negate the Slippery effect from certain ice attacks. Certain metal surfaces instead become Difficult Terrain (-10), and flammables explode into flame.
Super Hit Effect
On a super hit, the enemy is automatically set on fire. Furthermore, until the enemy puts out the flames, it takes +5 extra damage from fire attacks.

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Agilao

Name: Agilao
Tier: Second Tier
First Aptitude Offense Second Aptitude: Fire
Action: Half SP: 5 SP
Damage: 1d10+MCB Energy Fire Range: 40m
Attack Qualities:
Blast (5)
Effect
A massive fireball strikes the enemy, consuming the area around it in hungry flame. This is a Blast (5) attack which rolls to hit using your MC. On a hit, all enemies in the blast radius suffer the damage as above, and must test Agility or Willpower+30 or be set on fire.
Special Notes and Effects
Hot! ver. 2: Certain areas react violently when exposed to heat. Ice and water melt and boil away, some metals become extremely hot and oil burns. Should this attack strike a liquid surface such as water or ice, it evaporates into walls of steam, replicating the Smoke Screen effect from Red Wall. This can also negate the Slippery effect from certain ice attacks. Certain metal surfaces instead become Difficult Terrain (-20), and flammables explode into flame.
Focus Fire: When using this attack, you may remove the Blast (5) quality from it at will. In exchange, the attack deals +3 damage and gains the Devastating (5) quality.
Super Hit Effect
On a super hit, the enemy is automatically set on fire. Furthermore, until the enemy puts out the flames, it takes +5 extra damage from fire attacks.

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Agidyne

Name: Agidyne
Tier: Third Tier
First Aptitude Offense Second Aptitude: Fire
Action: Half SP: 10 SP
Damage: 1d10+MCB Energy Fire Range: 60m
Attack Qualities:
Blast (10)
Effect
An immense pillar of fire smites your foes, dissolving them into ash. This is a Blast (10) attack which rolls to hit using your MC. On a hit, all enemies in the blast radius suffer the damage as above, and must test Agility or Willpower+30 or be set on fire.
Special Notes and Effects
Hot! ver. 3: Certain areas react violently when exposed to heat. Ice and water melt and boil away, some metals become extremely hot and oil burns. Should this attack strike a liquid surface such as water or ice, it evaporates into walls of steam, replicating the Smoke Screen effect from Red Wall. This can also negate the Slippery effect from certain ice attacks. Certain metal surfaces instead become Difficult Terrain (-30), and flammables explode into flame.
Focus Fire: When using this attack, you may remove the Blast (10) quality from it at will. In exchange, the attack deals +6 damage and gains the Devastating (10) quality.
Super Hit Effect
On a super hit, the enemy is automatically set on fire. Furthermore, until the enemy puts out the flames, it takes +5 extra damage from fire attacks.

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Ice Spells

White Wall

Name: White Wall
Tier: Second Tier
First Aptitude Defence Second Aptitude: Ice
Action: Half SP: 4 SP
Sustain Action: Half Sustain SP: 1 SP per Round
Damage: 1d10+MCB Rending Ice Range: 20m
Effect
You encase yourself or an ally in a hedge of thick icicles that deflect some of the impact of incoming ice attacks. You or one ally set their Ice Resistance to Resist, unless it is already higher. This effect continues so long as it is sustained. If the target is afflicted with Ice Break, then White Wall does not apply its benefits to the target, but instead instantly dispels Ice Break.
Sustainability Effects
This power may be sustained, as above. However, once sustaining is stopped, it naturally fades after two rounds. Once sustainment is dropped it may not be restarted.
You may sustain more than one copy of this spell, so long as you have the Actions to do so. Furthermore, people may have multiple copies of White Wall, but their Ice Resistance remains at 'resist', and you may not expend more than one White Wall to damage the same attacker.
Special Notes and Effects
Icicle Wall: As a free, when an enemy performs a melee attack on a target protected by a White Wall, that target may instantly expend the effect to deal the above damage to the target, who may evade as usual.
Slippery: As a free, anyone benefitting from a White Wall may instantly expend the effect and create a Difficult Terrain (-20) effect with a radius of 1m (not including central square), centred on themselves. This may be used as a free before an enemy attack if desired.
Ice Trap: This power may be used on an empty square in range instead. If an ally moves through or onto an empty square containing a White Wall, then as a free, the power may be applied to them as above. If an enemy moves through or onto the square, however, then as a free, the power may be immediately expended to deal an Icicle Wall effect to the enemy. As a free, the power may also be immediately expended to deal a Slippery effect centered on that square.

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Ice Break

Name: Ice Break
Tier: Second Tier
First Aptitude Ailment Second Aptitude: Ice
Action: Half SP: 4 SP
Sustain Action: Half Sustain SP: 1 SP
Damage: - Range: 20m
Effect
You force a breach through the enemy's natural defenses. One enemy in range loses any resistance they have to Ice attacks (Repel, Absorb, Resist). This effect continues so long as it is sustained. If the target is protected with White Wall, then Ice Break does not apply its effects to the target, but instead instantly dispels White Wall. This includes White Wall Ice Traps placed on empty squares.
Sustainability Effects
This power may be sustained, as above. However, once sustaining is stopped, it naturally fades after two rounds. Once sustainment is dropped it may not be restarted.
You may sustain more than one copy of this spell, so long as you have the Actions to do so. However, no one can suffer from more than one case of Ice Break at a time.
Special Notes and Effects
Ice Deflection: You may use this power as a Reaction to evade Ice attacks aimed at you. Test your MC; on a success the attack is negated.

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Bufu

Name: Bufu
Tier: First Tier
First Aptitude Offense Second Aptitude: Ice
Action: Half SP: 1 SP
Damage: 1d10+MCB Rending Ice Range: 40m
Attack Qualities:
-
Effect
A menacing icicle flies at the enemy, tearing through it. This is a single-target attack which rolls to hit using your MC. On a hit, the enemy suffers the damage as above, and must test Toughness or Willpower+30 or be frozen until the start of their round.
Special Notes and Effects
Freezing: This power can change how certain surfaces operate, particularly liquids. If it strkes water, It can freeze a square of water or a moist surface, turning it into Difficult Terrain as per White Wall's Slippery effect.
Super Hit Effect
On a super hit, the enemy is automatically Frozen. Furthermore, the enemy must test Agility or Willpower+10. On a failure, they are Immobilised until they take a single attack from anything not of the Ice element.

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Bufula

Name: Bufula
Tier: Second Tier
First Aptitude Offense Second Aptitude: Ice
Action: Half SP: 5 SP
Damage: 1d10+MCB Rending Ice Range: 40m
Attack Qualities:
Devastating (5)
Effect
A sphere of cold strikes the enemy, bursting in fractal shrapnel patterns on impact. This is a single target attack which rolls to hit using your MC. On a hit, all enemies in the blast radius suffer the damage as above, and must test Agility or Willpower+30 or be Frozen.
Special Notes and Effects
Freezing: This power can change how certain surfaces operate, particularly liquids. If it strkes water, It can freeze a square of water or a moist surface, turning it into Difficult Terrain as per White Wall's Slippery effect.
Icicle Explosion: This spell fires four 10m lines north, east, south and west of the impact square. Anything In the path of these lines is automatically hit and struck by the full effect as above.
Focus Fire: When using this attack, you may remove the Icicle Explosion effect from it at will. In exchange, the attack deals +3 damage.
Super Hit Effect
On a super hit, the enemy is automatically Frozen. Furthermore, the enemy must test Agility or Willpower+10. On a failure, they are Immobilised until they take a single attack from anything not of the Ice element.

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Bufudyne

Name: Bufudyne
Tier: Third Tier
First Aptitude Offense Second Aptitude: Ice
Action: Half SP: 10 SP
Damage: 1d10+MCB Rending Ice Range: 60m
Attack Qualities:
Devastating (10)
Effect
A dozen massive icicles explode around your enemy, showering your foes in millions of tiny, sharp fragments of ice. This is a single target attack which rolls to hit using your MC. On a hit, all enemies in the blast radius suffer the damage as above, and must test Agility or Willpower+30 or be Frozen.
Special Notes and Effects
Freezing: This power can change how certain surfaces operate, particularly liquids. If it strkes water, It can freeze a square of water or a moist surface, turning it into Difficult Terrain as per White Wall's Slippery effect.
Icicle Eruption: This spell fires eight 20m lines in all directions from the impact square. Anything In the path of these lines is automatically hit and struck by the full effect as above.
Focus Fire: When using this attack, you may remove the Icicle Eruption effect from it at will. In exchange, the attack deals +6 damage.
Super Hit Effect
On a super hit, the enemy is automatically Frozen. Furthermore, the enemy must test Agility or Willpower+10. On a failure, they are Immobilised until they take a single attack from anything not of the Ice element.

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Wind Spells

Green Wall

Name: Green Wall
Tier: Second Tier
First Aptitude Defence Second Aptitude: Wind
Action: Half SP: 4 SP
Sustain Action: Half Sustain SP: 1 SP per Round
Damage: 1d10+MCB Impact Wind Range: 20m
Effect
A buffer of powerful winds surrounds you, deflecting and absorbing energy from incoming wind blasts.. You or one ally set their Wind Resistance to Resist, unless it is already higher. This effect continues so long as it is sustained. If the target is afflicted with Wind Break, then Green Wall does not apply its benefits to the target, but instead instantly dispels Wind Break.
Sustainability Effects
This power may be sustained, as above. However, once sustaining is stopped, it naturally fades after two rounds. Once sustainment is dropped it may not be restarted.
You may sustain more than one copy of this spell, so long as you have the Actions to do so. Furthermore, people may have multiple copies of Green Wall, but their Wind Resistance remains at 'resist', and you may not expend more than one Green Wall to damage the same attacker.
Special Notes and Effects
Wind Slam: As a free, when an enemy performs a melee attack on a target protected by a Green Wall, that target may instantly expend the effect to deal the above damage to the target, who may evade as usual.
Force Blast: As a free, anyone benefitting from a Green Wall may instantly expend the effect. A blast of force hits everything within 3m; characters must take two Toughness or Willpower tests. On a single failure, they are pushed back 1d5m; on a double failure they are pushed back 1d10+5m and are knocked prone, taking falling damage. This may be used as a free before an enemy attack if desired.
Wind Trap: This power may be used on an empty square in range instead. If an ally moves through or onto an empty square containing a Green Wall, then as a free, the power may be applied to them as above. If an enemy moves through or onto the square, however, then as a free, the power may be immediately expended to deal a Wind Slam effect to the enemy. As a free, the power may also be immediately expended to deal a Force Blast effect centered on that square.

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Wind Break

Name: Wind Break
Tier: Second Tier
First Aptitude Ailment Second Aptitude: Wind
Action: Half SP: 4 SP
Sustain Action: Half Sustain SP: 1 SP
Damage: - Range: 20m
Effect
You force a breach through the enemy's natural defenses. One enemy in range loses any resistance they have to Wind attacks (Repel, Absorb, Resist). This effect continues so long as it is sustained. If the target is protected with Green Wall, then Wind Break does not apply its effects to the target, but instead instantly dispels Green Wall. This includes Green Wall Wind Traps placed on empty squares.
Sustainability Effects
This power may be sustained, as above. However, once sustaining is stopped, it naturally fades after two rounds. Once sustainment is dropped it may not be restarted.
You may sustain more than one copy of this spell, so long as you have the Actions to do so. However, no one can suffer from more than one case of Wind Break at a time.
Special Notes and Effects
Wind Deflection: You may use this power as a Reaction to evade Wind attacks aimed at you. Test your MC; on a success the attack is negated.

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Garu

Name: Garu
Tier: First Tier
First Aptitude Offense Second Aptitude: Wind
Action: Half SP: 1 SP
Damage: 1d10+MCB Rending Wind Range: 40m
Attack Qualities:
-
Effect
A blast of wind force smacks your enemy away. This is a single-target attack which rolls to hit using your MC. On a hit, the enemy suffers the damage as above, and must test Toughness or Willpower+30 or be pushed back 1 metre, +1 per degree of failure.
Special Notes and Effects
Forceful: This power can cause loose objects near the attack to go flying away from the impact location. Particularly heavy objects may even strike characters nearby.
Super Hit Effect
On a super hit, the enemy is automatically knocked back 1+MCB metres. Furthermore, the enemy must test Agility or Willpower+10. On a failure, they are pushed back an extra 1d10 metres, are knocked prone and take falling damage.

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Garula

Name: Garula
Tier: Second Tier
First Aptitude Offense Second Aptitude: Wind
Action: Half SP: 5 SP
Damage: 1d10+MCB Rending Wind Range: 40m
Attack Qualities:
Cone
Effect
A wave of intense force issues forth, levelling whole formations of foes. This is a cone attack which rolls to hit using your MC. On a hit, all enemies in the cone radius suffer the damage as above, and must test Agility or Willpower+30 or be pushed back 1 metre, +1 per degree of failure.
Special Notes and Effects
Forceful: This power can cause loose objects near the attack to go flying away from the impact location. Particularly heavy objects may even strike characters nearby.
Focus Fire: When using this attack, you may remove the Cone quality from it at will. In exchange, the attack deals +3 damage and gains Devastating (5).
Super Hit Effect
On a super hit, the enemy is automatically knocked back 1+MCB metres. Furthermore, the enemy must test Agility or Willpower+10. On a failure, they are pushed back an extra 1d10 metres, are knocked prone and take falling damage.

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Garudyne

Name: Garudyne
Tier: Third Tier
First Aptitude Offense Second Aptitude: Wind
Action: Half SP: 10 SP
Damage: 1d10+MCB Rending Wind Range: 60m
Attack Qualities:
Cone
Effect
A sudden hurricane rips through the air, picking up hapless foes and smashing them to the ground. This is a cone target attack which rolls to hit using your MC. On a hit, all enemies in the cone radius suffer the damage as above, and must test Agility or Willpower+30 or be pushed back 1 metre, +1 per degree of failure.
Special Notes and Effects
Forceful: This power can cause loose objects near the attack to go flying away from the impact location. Particularly heavy objects may even strike characters nearby.
Focus Fire: When using this attack, you may remove the Cone quality from it at will. In exchange, the attack deals +6 damage and gains Devastating (10).
Super Hit Effect
On a super hit, the enemy is automatically knocked back 1+MCB metres. Furthermore, the enemy must test Agility or Willpower+10. On a failure, they are pushed back an extra 1d10 metres, are knocked prone and take falling damage.

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Light Spells

Holy Wall

Name: Holy Wall
Tier: Second Tier
First Aptitude Defence Second Aptitude: Light
Action: Half SP: 4 SP
Sustain Action: Half Sustain SP: 1 SP per Round
Damage: 2d5+MCB Energy Light Range: 20m
Effect
A shield of holy seals provides you sanctuary against danger. You or one ally set their Light Resistance to Resist, unless it is already higher. This effect continues so long as it is sustained. If the target is afflicted with Light Break, then Holy Wall does not apply its benefits to the target, but instead instantly dispels Light Break.
Sustainability Effects
This power may be sustained, as above. However, once sustaining is stopped, it naturally fades after two rounds. Once sustainment is dropped it may not be restarted.
You may sustain more than one copy of this spell, so long as you have the Actions to do so. Furthermore, people may have multiple copies of Holy Wall, but their Light Resistance remains at 'resist', and you may not expend more than one Holy Wall to damage the same attacker.
Special Notes and Effects
Divine Spark: As a free, when an enemy performs a melee attack on you or an ally protected by a Holy Wall, you (or the ally) may instantly expend the effect to deal the above damage to the enemy, who may evade as usual.
Pure Seal: As a free, anyone benefitting from a Holy Wall may instantly expend the effect. In its place appears a seal that covers the person's square as well as all adjacent ones. Any enemies trying to enter or leave this space must test Willpower+10; on a failure they end their movement just outside or within the seal as appropriate. This seal lasts for 2d5 rounds. This may be used as a free before an enemy attack if desired.
Light Trap: This power may be used on an empty square in range instead. If an ally moves through or onto an empty square containing a Holy Wall, then as a free, the power may be applied to them as above. If an enemy moves through or onto the square, however, then as a free, the power may be immediately expended to deal a Divine Spark effect to the enemy. As a free, the power may also be immediately expended to deal a Pure Seal effect centered on that square.

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Light Break

Name: Light Break
Tier: Second Tier
First Aptitude Ailment Second Aptitude: Light
Action: Half SP: 4 SP
Sustain Action: Half Sustain SP: 1 SP
Damage: - Range: 20m
Effect
Your true light breaks through the lying false light of your foes. One enemy in range loses any resistance they have to Light attacks (Repel, Absorb, Resist). This effect continues so long as it is sustained. If the target is protected with Holy Wall, then Light Break does not apply its effects to the target, but instead instantly dispels Holy Wall. This includes Holy Wall Light Traps placed on empty squares.
Sustainability Effects
This power may be sustained, as above. However, once sustaining is stopped, it naturally fades after two rounds. Once sustainment is dropped it may not be restarted.
You may sustain more than one copy of this spell, so long as you have the Actions to do so. However, no one can suffer from more than one case of Light Break at a time.
Special Notes and Effects
Light Deflection: You may use this power as a Reaction to evade Light attacks aimed at you. Test your MC; on a success the attack is negated.

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Hama

Name: Hama
Tier: First Tier
First Aptitude Offense Second Aptitude: Light
Action: Half SP: 1 SP
Damage: 2d5+MCB Energy Light Range: 40m
Attack Qualities:
-
Effect
Seals of purity drive your enemy away with sacred energy. This is a single-target attack which rolls to hit using your MC. On a hit, all struck enemies suffer the damage as above. This attack has a +20 Super Hit chance.
Super Hit Effect
On a super hit, this attack gains the Slayer and Devastating (10) qualities.

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Hamaon

Name: Hamaon
Tier: Second Tier
First Aptitude Offense Second Aptitude: Light
Action: Half SP: 5 SP
Damage: 2d5+MCB Energy Light Range: 40m
Attack Qualities:
Devastating (5)
Effect
Numerous flying darts of light streak out, punishing the very essence of your foes. This is a multi-hit attack which rolls to hit using your MC. For every 2 degrees of success, you may hit one extra foe. On a hit, all struck enemies suffer the damage as above. This attack has a +30 Super Hit chance.
Special Notes and Effects
Focus Fire: When using this attack, you may forfeit extra hits. In exchange, the attack deals +3 damage.
Super Hit Effect
On a super hit, this attack gains the Slayer and Devastating (+15) qualities.

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Heaven's Judgement

Name: Heaven's Judgement
Tier: Third Tier
First Aptitude Offense Second Aptitude: Light
Action: Half SP: 10 SP
Damage: 2d5+MCB Energy Light Range: 60m
Attack Qualities:
Devastating (10)
Effect
A glorious blast of purifying light wipes the battlefield clean. This is a multi-hit attack which rolls to hit using your MC. For every degree of success, you may hit one extra foe. On a hit, all struck enemies suffer the damage as above. This attack has a +40 Super Hit chance.
Special Notes and Effects
Focus Fire: When using this attack, you may forfeit extra hits. In exchange, the attack deals +6 damage.
Super Hit Effect
On a super hit, this attack gains the Slayer and Devastating (+20) qualities.

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Dark Spells

Cursed Wall

Name: Cursed Wall
Tier: Second Tier
First Aptitude Defence Second Aptitude: Dark
Action: Half SP: 4 SP
Sustain Action: Half Sustain SP: 1 SP per Round
Damage: 1d10+MCB Energy Dark Range: 20m
Effect
A forbidden field of darkness curses any who may breach its space. You or one ally set their Dark Resistance to Resist, unless it is already higher. This effect continues so long as it is sustained. If the target is afflicted with Dark Break, then Cursed Wall does not apply its benefits to the target, but instead instantly dispels Dark Break.
Sustainability Effects
This power may be sustained, as above. However, once sustaining is stopped, it naturally fades after two rounds. Once sustainment is dropped it may not be restarted.
You may sustain more than one copy of this spell, so long as you have the Actions to do so. Furthermore, people may have multiple copies of Cursed Wall, but their Dark Resistance remains at 'resist', and you may not expend more than one Cursed Wall to damage the same attacker.
Special Notes and Effects
Curse of Pain: As a free, when an enemy performs a melee attack on you or an ally protected by a Cursed Wall, you (or the ally) may instantly expend the effect to deal the above damage to the enemy, who may evade as usual.
Veil of Death: As a free, anyone benefiting from a Cursed Wall may instantly expend the effect. All enemies adjacent to the user must immediately test Willpower+10. On a failure they each gain a round-refreshing Curse Point. This may be used as a free before an enemy attack if desired.
Dark Trap: This power may be used on an empty square in range instead. If an ally moves through or onto an empty square containing a Cursed Wall, then as a free, the power may be applied to them as above. If an enemy moves through or onto the square, however, then as a free, the power may be immediately expended to deal a Curse of Pain effect to the enemy. As a free, the power may also be immediately expended to deal a Veil of Death effect centered on that square.

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Dark Break

Name: Dark Break
Tier: Second Tier
First Aptitude Ailment Second Aptitude: Dark
Action: Half SP: 4 SP
Sustain Action: Half Sustain SP: 1 SP
Damage: - Range: 20m
Effect
Fools. Don't they know the darkness claims all? One enemy in range loses any resistance they have to Dark attacks (Repel, Absorb, Resist). This effect continues so long as it is sustained. If the target is protected with Cursed Wall, then Dark Break does not apply its effects to the target, but instead instantly dispels Cursed Wall. This includes Cursed Wall Dark Traps placed on empty squares.
Sustainability Effects
This power may be sustained, as above. However, once sustaining is stopped, it naturally fades after two rounds. Once sustainment is dropped it may not be restarted.
You may sustain more than one copy of this spell, so long as you have the Actions to do so. However, no one can suffer from more than one case of Dark Break at a time.
Special Notes and Effects
Dark Deflection: You may use this power as a Reaction to evade Dark attacks aimed at you. Test your MC; on a success the attack is negated.

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Mudo

Name: Mudo
Tier: First Tier
First Aptitude Offense Second Aptitude: Dark
Action: Half SP: 1 SP
Damage: 1d10+MCB Energy Dark Range: 40m
Attack Qualities:
-
Effect
Doomed sigils condemn your foe to death and darkness. This is a single-target attack which rolls to hit using your MC. On a hit, all struck enemies suffer the damage as above. This attack has a +20 Super Hit chance.
Super Hit Effect
On a super hit, this attack gains the Slayer and Devastating (10) qualities.

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Mudoon

Name: Mudoon
Tier: Second Tier
First Aptitude Offense Second Aptitude: Dark
Action: Half SP: 5 SP
Damage: 1d10+MCB Energy Dark Range: 40m
Attack Qualities:
Devastating (5)
Effect
Fell signs rise from the ground, whispering damning oaths as they reap the lives of your foes. This is a multi-hit attack which rolls to hit using your MC. For every 2 degrees of success, you may hit one extra foe. On a hit, all struck enemies suffer the damage as above. This attack has a +30 Super Hit chance.
Special Notes and Effects
Focus Fire: When using this attack, you may forfeit extra hits. In exchange, the attack deals +3 damage.
Super Hit Effect
On a super hit, this attack gains the Slayer and Devastating (+15) qualities.

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Hell's Judgement

Name: Hell's Judgement
Tier: Third Tier
First Aptitude Offense Second Aptitude: Dark
Action: Half SP: 10 SP
Damage: 1d10+MCB Energy Dark Range: 60m
Attack Qualities:
Devastating (10)
Effect
A dozen scythes of darkness burst from the ground, latch into your foes, and drag them back into the abyss. This is a multi-hit attack which rolls to hit using your MC. For every degrees of success, you may hit one extra foe. On a hit, all struck enemies suffer the damage as above. This attack has a +40 Super Hit chance.
Special Notes and Effects
Focus Fire: When using this attack, you may forfeit extra hits. In exchange, the attack deals +6 damage.
Super Hit Effect
On a super hit, this attack gains the Slayer and Devastating (+20) qualities.

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Almighty

Life Drain

Name: Life Drain
Tier: First Tier
First Aptitude Offense Second Aptitude: Almighty
Action: Half SP: 2 SP
Damage: 1d5+(MCB/2) Energy Range: 40m
Effect
A worm of light leeches life force from your foe. This is a single-target attack which rolls to hit using your MC. On a hit, the enemy suffers the damage as above. You regain wounds equal to the amount of damage dealt.

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Spirit Drain

Name: Spirit Drain
Tier: First Tier
First Aptitude Offense Second Aptitude: Almighty
Action: Half SP: 2 SP
Damage: 1d5+(MCB/2) Energy to SP Range: 40m
Effect
A sliver of spirit is stolen from your foe. This is a single-target attack which rolls to hit using your MC. On a hit, the enemy suffers damage as above, but loses SP instead of wounds. You regain SP equal to the amount of damage dealt.

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Megido

Name: Megido
Tier: Second Tier
First Aptitude Offense Second Aptitude: Almighty
Action: Half SP: 10 SP
Damage: 1d10+MCB Energy Almighty Range: 30m
Attack Qualities:
Devastating (10), Graviton
Effect
A pulse of unstoppable energy ripples through the ranks of your foes. This is a multi-hit attack which rolls to hit using your MC. On a hit, all enemies in range suffer the damage as above.
Super Hit Effect
On a super hit, this attack Knocks Down the targets.

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Megidola

Name: Megidola
Tier: Third Tier
First Aptitude Offense Second Aptitude: Almighty
Action: Half SP: 20 SP
Damage: 1d10+MCB Energy Almighty Range: 30m
Attack Qualities:
Devastating (10), Felling (2), Graviton
Effect
Streaks of almighty light hammer your foes, heralding a wave of annihilation. This is a multi-hit attack which rolls to hit using your MC. On a hit, all enemies in range suffer the damage as above. Once this attack is concluded, you then produce a Blast (5) attack, centered on yourself, which automatically hits. All enemies in the blast radius suffer the damage as above (and so may be hit twice).
Super Hit Effect
On a super hit, this attack Knocks Down the targets.

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Megidolaon

Name: Megidolaon
Tier: Fourth Tier
First Aptitude Offense Second Aptitude: Dark
Action: Half SP: 40 SP
Damage: 1d10+MCB Energy Almighty Range: 30m
Attack Qualities:
Devastating (20), Felling (4), Graviton
Effect
The area is bombarded with spears of devastating energy, utterly unstoppable. This is a multi-hit attack which rolls to hit using your MC. On a hit, all enemies in range are struck by a Blast (3) hit and suffer the damage as above. Any other enemies caught in the attack are also hit (and may be hit twice, but not three times from this stage of the attack). Once this attack is concluded, you then produce a Blast (5) attack, centered on yourself, which automatically hits. All enemies in the blast radius suffer the damage as above (and may be hit three times).
Super Hit Effect
On a super hit, this attack Knocks Down the targets.

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