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combat_magic [2020/09/10 13:05]
infinite_pattern created
combat_magic [2020/09/10 13:07] (current)
infinite_pattern
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 The magnitude of these words you can cast depends on your level of Magnitude Enhancement in the form of magic which grants that Word as per the following: The magnitude of these words you can cast depends on your level of Magnitude Enhancement in the form of magic which grants that Word as per the following:
  
-Magnitude Level 0-2 : Combat Magnitude 1 +  * Magnitude Level 0-2 : Combat Magnitude 1 
-Magnitude Level 3-4 : Combat Magnitude 2 +  ​* ​Magnitude Level 3-4 : Combat Magnitude 2 
-Magnitude Level 5-6 : Combat Magnitude 3 +  ​* ​Magnitude Level 5-6 : Combat Magnitude 3 
-Magnitude Level 7-8 : Combat Magnitude 4 +  ​* ​Magnitude Level 7-8 : Combat Magnitude 4 
-Magnitude Level 9-10 : Combat Magnitude 5+  ​* ​Magnitude Level 9-10 : Combat Magnitude 5
  
  
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-MAG 1: No Prefix - 1 pt of damage. +  * MAG 1: No Prefix - 1 pt of damage. 
-MAG 2: Mighty - 2pts of Damage. +  ​* ​MAG 2: Mighty - 2pts of Damage. 
-MAG 3: Giant - 3 pts of Damage. +  ​* ​MAG 3: Giant - 3 pts of Damage. 
-MAG 4: Supernatural - 4pts of Damage. +  ​* ​MAG 4: Supernatural - 4pts of Damage. 
-MAG 5: Arcane Level - 5pts of Damage.+  ​* ​MAG 5: Arcane Level - 5pts of Damage.
  
 **Tacticus** – Range of Touch -  Grants additional Tactical Points for the scene which do not regenerate at the end of a rollover. Note that a character may only benefit from one of these effects at a time. **Tacticus** – Range of Touch -  Grants additional Tactical Points for the scene which do not regenerate at the end of a rollover. Note that a character may only benefit from one of these effects at a time.
  
  
-MAG 1: Grants 1 additional Tactical Point +  * MAG 1: Grants 1 additional Tactical Point 
-MAG 2: Grants 2 additional Tactical Points +  ​* ​MAG 2: Grants 2 additional Tactical Points 
-MAG 3: Grants 3 additional Tactical Points +  ​* ​MAG 3: Grants 3 additional Tactical Points 
-MAG 4: Grants 4 additional Tactical Points +  ​* ​MAG 4: Grants 4 additional Tactical Points 
-MAG 5: Grants 5 additional Tactical Points+  ​* ​MAG 5: Grants 5 additional Tactical Points
  
 **Mimicry** – Range of Touch  **Mimicry** – Range of Touch 
 Grants a specific Tactical skill to a character that they can use in that combat. Grants a specific Tactical skill to a character that they can use in that combat.
  
-MAG 1: Grants Knockdown +  * MAG 1: Grants Knockdown 
-MAG 2:​Knockback +  ​* ​MAG 2:​Knockback 
-MAG 3:Disarm +  ​* ​MAG 3:Disarm 
-MAG 4:Greater Disarm +  ​* ​MAG 4:Greater Disarm 
-MAG 5:Mighty+  ​* ​MAG 5:Mighty
  
 **Debilitation** – Range of Ten feet  **Debilitation** – Range of Ten feet 
 Debilitates the target in the indicated way. Debilitates the target in the indicated way.
-MAG 1:  Weaken – Target Lose 1 tactical Point for the scene + 
-MAG 2: Pacify – Mooks will cease fighting unless provoked, other foes will roleplay as scripted +  * MAG 1:  Weaken – Target Lose 1 tactical Point for the scene 
-MAG 3: Debilitate – Target loses 2 Tactical Points for the scene +  ​* ​MAG 2: Pacify – Mooks will cease fighting unless provoked, other foes will roleplay as scripted 
-MAG 4: Paralysis – Mooks will cease movement unless struck, other foes will roleplay as scripted +  ​* ​MAG 3: Debilitate – Target loses 2 Tactical Points for the scene 
-MAG 5:Cripple – Target loses half of their Tactical Points+  ​* ​MAG 4: Paralysis – Mooks will cease movement unless struck, other foes will roleplay as scripted 
 +  ​* ​MAG 5:Cripple – Target loses half of their Tactical Points
  
 **Armouring** – Range Touch  **Armouring** – Range Touch 
 Alters wound card descriptors in the favour of the armoured individual and protects the body Alters wound card descriptors in the favour of the armoured individual and protects the body
  
-MAG 1: Shielding – Add a suit to your healing check for a wound card at the end of combat +  * MAG 1: Shielding – Add a suit to your healing check for a wound card at the end of combat 
-MAG 2: Bolstering: Gain 1 Maximum HIT for this combat to a cap of 10 +  ​* ​MAG 2: Bolstering: Gain 1 Maximum HIT for this combat to a cap of 10 
-MAG 3: Armouring: Your next physical Wound Card is treated as Armoured +  ​* ​MAG 3: Armouring: Your next physical Wound Card is treated as Armoured 
-MAG 4: Warding: Your next Magical Wound Card is treated as Armoured +  ​* ​MAG 4: Warding: Your next Magical Wound Card is treated as Armoured 
-MAG 5: Ablative: The first Mighty or Giant Blow to strike you becomes a 1pt blow+  ​* ​MAG 5: Ablative: The next Mighty or Giant Blow to strike you becomes a 1pt blow
  
 **Healing** – Range Touch **Healing** – Range Touch
 Repairs Physical damage to a person who is not in need of Chirurgery Repairs Physical damage to a person who is not in need of Chirurgery
  
-MAG 1: Fervour: ​ Restores 1 HIT to a person in their Incapacitated Count +  * MAG 1: Fervour: ​ Restores 1 HIT to a person in their Incapacitated Count 
-MAG 2: Staunch: Restores 1 Hit to a person +  ​* ​MAG 2: Staunch: Restores 1 Hit to a person 
-MAG 3: Restoration:​ Restores a stolen sense such as sight to a person +  ​* ​MAG 3: Restoration:​ Restores a stolen sense such as sight to a person 
-MAG 4: Rejuvenation:​ Restores a missing limb over 30 seconds +  ​* ​MAG 4: Rejuvenation:​ Restores a missing limb over 30 seconds 
-MAG 5: Regeneration:​ May be cast on a character in their death count: They may redraw their Wound Card at the end of combat and take the better result+  ​* ​MAG 5: Regeneration:​ May be cast on a character in their death count: They may redraw their Wound Card at the end of combat and take the better result
  
 **Salvation** - Range Touch  **Salvation** - Range Touch 
 Drives out specific Realm Corruption from a creature such as a Daemon Drives out specific Realm Corruption from a creature such as a Daemon
  
-MAG 1: Seeking Salvation: – Reveals whether the creature is past the point of no return, whether they were ever a person and whether they can be turned back. (This can easily be cast outsides of combat) +  * MAG 1: Seeking Salvation: – Reveals whether the creature is past the point of no return, whether they were ever a person and whether they can be turned back. (This can easily be cast outsides of combat) 
-MAG 2: Words of Salvation: Forces back the corruption long enough for a true being to speak as not the Corrupted being +  ​* ​MAG 2: Words of Salvation: Forces back the corruption long enough for a true being to speak as not the Corrupted being 
-MAG 3: Path to Salvation: Removes one Corruption from a Being +  ​* ​MAG 3: Path to Salvation: Removes one Corruption from a Being 
-MAG 4: Personal Salvation: The next Great Blow (Daemonic for example) from this creature deals 1pt of damage. +  ​* ​MAG 4: Personal Salvation: The next Great Blow (Daemonic for example) from this creature deals 1pt of damage. 
-MAG 5: Salvation: This drives out the corruption into a fightable creature without the mortal that was trapped within it. Caster must draw add one MAG to their Backlash draw per rank of creature+  ​* ​MAG 5: Salvation: This drives out the corruption into a fightable creature without the mortal that was trapped within it. Caster must draw add one MAG to their Backlash draw per rank of creature
combat_magic.txt · Last modified: 2020/09/10 13:07 by infinite_pattern