This shows you the differences between two versions of the page.
combat_magic [2020/09/10 13:05] infinite_pattern created |
combat_magic [2020/09/10 13:07] (current) infinite_pattern |
||
---|---|---|---|
Line 12: | Line 12: | ||
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 |
Line 28: | Line 28: | ||
- | 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 |