Post by Manah on Jul 25, 2015 0:17:31 GMT -5
LUVIA
Badass Extradimensional Magus
Badass Extradimensional Magus
QUOTE: "Thaumaturgy is a very pleasant form of magic to use... but if you only knew what else is out there... the way I do... you wouldn't get on my bad side."
Real Name: Luviagelita Edelfelt
Age: 19
Occupation: (VERY powerful) Magus, Head of the Edelfelt Family, Heir of the Edelfelt Wealth and Estate
Height: 5'2"
Weight: 108 lbs
Eye color: Grey
Hair color: Golden Blond
Species: Human (Magus)
ABILITIES*
Int: 9
Str: 7
Agl: 6
Spd: 6
Dur: 8
HEALTH: 8 P.L: 5
ENERGY: 54 P.L: 15
REGEN: 29 P.L: 9
*Luvia's abilities have improved supernaturally due to the incredible magical energies within her body. She can, obviously, increase them further through magic.
ACTIONS
Combat: 9
(Str.bonus and Wpn.modifier)
-Efficient
-Martial arts
-Lancashire-style
-Swords
-Haymaker
-Grapple
-Takedowns
-Fighing larger/multiple opponents
-Using powers in combat
-PA/MS Fighting
Acrobatics: 5
(Str.bonus)
Nen: 8
(Int.bonus)
-Efficient
-Meditation (As Concentration)
-Aura/Gyo (As Metamorphosis usable on beings or items/weapons; May pay for Duration in panels to maintain, akin to Reinforcement. Alternately, if affected by a strong emotion, the user may spend up to 1 stone/3 ANs to create a Hex Phere-like effect under the control of the GM reflecting the emotion. For example, Pure rage and anger could cause a lot of collateral damage around the aura user. Such uses, however, will have a lesser effect against fellow Nen users who have an Aura/Ten active. NOTE: Most aura effects are invisible to non-Nen users, but stll have just as much effect.)
-Conjuration (As Create/Manipulate Matter, or even Summoning. Requires twice as much energy to create an object/creature or matter the first time, as Normal afterwards. Created objects and creatures may be permanent at GM's discretion, as they sometimes far exceed the maintained energy of their conjurers. Such beings and objects, unlike most other uses of Nen, may be seen by non-Nen users.)
-Emission (As Force Blast; may pay stones for Advantages.)
-Manipulate enemies (As per Project thoughts/Control others; -3 to effect if no condition used, lowered penalty for dangerous requirement; for example, -2 if must be able to see, -1 for having to touch them... and +0 for a more personal, risky contact such as kissing them or something similar.)
-Nen Curse (A Nen Curse may be used against one who has caused pain or suffering to the user in some way. Multiple effects are possible (stones are still stones, though), Duration can be up to AN if not more at GM's discretion, if dramatic enough. Usually needs to beat the victim's Durability or Nen AN, plus Magical Defense, whichever is higher.)
-Exorcism (A user with at least AN 9 is capable of using Exorcism via Nen, which allows a user to remove a Nen Curse and free a person of said curse's effects. They need to beat the original curse's AN with their own, and a Resistance equal to 10 times as many stones used in the original curse.)
-Sense Aura (As Sense Power)
-Ten (As a very experienced user of Nen, Luvia can keep her Ten (aura shroud) active at all times if she wishes, making her more resistant to enemy aura, see Aura, above. It also makes the user age much slower, letting them live up to five time longer than normal members of their species.)
-Zetsu/In (Allows user to use their AN as Invisiblity VS Sense Aura by stopping the flow of aura from their body altogether, making them much harder to detect, or analyze properly by other Aura users, at the cost of making their body totally exposed to Aura attacks, granting a +5 bonus to Aura-powered attacks against them for the Duration. Costs 1 stone per Panel to use, and makes all other uses of this power unusable for the duration. Alternately, using In is more difficult, costs 3 stones per panel, but allows the user to hide the aura without stopping its flow, making it as usable as usual and removing its base weaknesses.)
-Ren (A power up making the user's Aura impossible to not notice, granting +3 to Str, Dur, and Toughness, along with being usable as Force Field at as many stone as used, also making Nen Super-Efficient for the duration. Requires 3 stones per panel, or more through use of a stronger Force Field.)
-Hatsu (Blinky; Conjures a Vacuum cleaner called Blinky, which can absorb any numbers of matter regardless of quantity, as per AN 10, Ignores Hardness of objects, to destroy matter, with the exception of being unable to destroy living matter or Nen created objects - and probably Indestructible objects, of course. Only the last object sucked in can be retrieved and nothing else. Can be used as Magical Healing 10, Only to remove foreign materials in a living body; and it is usable either as a +4 club-like weapon, or used to bite with its teeth as per a +3, 2x damage weapon, which may inflict Drain Energy 8 upon biting from sucking blood out.)
-Vows (At the user's discretion, she may take a Vow restricting a single use of her power tp specific conditions - such as 'I'll only use this against murderers'. Doing so will empower the effect depending on how strict the vow is (usually from +1 to +3), at the cost of losing one's Nen action for 1 day per stone used in it. Moreso, the user can pick a Limitation on certain uses, taking a major restriction such as 'I will die if I break this rule', granting a +4 (if crippling but not lethal) or +5 (if the Limitation means death) bonus to said use, but making them quite restricted.)
-Overstrain/Draining (It's possible for a user to activate Nen beyond their maximum limits, either via using up their own lifeforce - +3 to the action per w of Health sacrificed - or burning out one's own Aura, acting as Overstrain (1 hour of lost use per additional stone). If necessary, both techniques can be used together.)
-Conjurer (Luvia has copied the powers of a Conjurer, making her excellent at creating bjects out of Nen energy. She is, however, less skilled at using Emitter powers (taking a -2 sitmod to shoot out or project aura), as well as a bit less good with Manipulator and Enhancer powers (taking a -1 with those, to control objects or people or to strenghten and reinforce natural abilities.)
Thaumaturgy: 9
(Int.bonus)
-Efficient
-'Blue Pentacles' and 'Blue Light' Thaumaturgy, forming pentacles or manifesting glowing blue light for various effects; all of Luvia's offensive spells use those symbols somehow.
-As Mastery of Magic (Wpn.modifier on Telekinesis, May exceed 6 stones of effect, and create light, thunder, and manipulate wind for various effects)
-Magic Missiles (May add up to half this action's AN as advantages on magical blasts for free)
-Transmutation (transmute matter and energy from one type to another)
-Magical Healing (May heal up to 2x AN White stones of Health per day)
-As Mesmerism (all options)
-As Metamorphosis (needs not spend stones to maintain, may revert at will. When transformed, in this fashion, cannot use any of her Servant powers.)
-As Shape shifting (needs not spend stones to maintain, may revert at will, may only use at up to AN)
-Creation of potions, poisons, antidotes, charms and talismans (as per Witchcraft, creating any of those takes time: 5 minutes per stone of effect)
-Magical Travel (with options such as Teleportation, Flight, Astral Travel, Phase shift, Dreamwalking, Super-speed, etc.)
-Creation of Familiars (through use of a departed soul and a dead body, usually of an animal, Bazett is capable of creating a familiar, a "servant" with great magical potential. Essentially, she decides what part of her own magical power she wants to give them. As for the physical might of the resulting body, it will be equal to the dead body's might at the time of its death, possibly modified [if Bazett so wishes] as per her Metamorphosis power, applied to the body itself. The resulting familiar is loyal and friendly to her, although it has its own mind and will. Bazett also gains whatever knowledge the familiar acquires in its life, if any.)
-Rule of Equivalent Exchange: In order to create something another object must be given as a price (in other words, for any item creation to be permanent, it must be made out of an existing object of relatively the same size and weight [or part of a bigger, heavier objet], which is then altered through Magecraft. An obect created out of mere thought and images that may not exist, called Phantasm, will eventually vanish after a number of panels equal to this Action's AN, although its duration can be extended with stones).
-Thaumaturgical Theory: Kabbalah (The most 'standard' form of Thaumaturgy, it requires the world around her to believe the effect sought to be possible in order for it to work properly and easily. If the effect is clearly unbelievable, it takes a -2 sitmod and will fade after AN panels if it was supposed to have a longer Duration.)
-Requires gestures and incantations to use, except for Bazett's magical blasts, illusions, telekinesis and Mesmerism.
-Accumulate Energy as per M.o.M
-Increase AN
Magic: 7
(Int.bonus)
-Efficient
-This action includes pretty much all of Mundus' magical lore in one package; although the actual AN of each magical school may vary, as explained further. Note that direct magical attacks, for the most part, add up to half this action's AN (rounded up) in advantages when appropriate. She could theoretically learn other magical schools, but those were the ones available in Skyrim.
- Alteration: Spells that alters the nature of the World, affect it directly and allows to sense its components. Ex: Creating light, improve a target's armor, telekinesis, breathe underwater, detect undead, paralyze others, transmute matter into something else.
- Conjuration: Spells that manifest/summon/expel objects and creatures in/from our reality; also includes many aspects of Necromancy. Ex: Conjure familiars and atronachs, banish spirits, trap souls, create undead. This school is of AN 8.
- Destruction: Includes all direct offensive spells, and power to control various elements. Essentially works like a Mastery. Currently includes elements of Fire, Ice, Water, Wind and Electricity. This school is AN 9.
- Illusion: All spells dealing with either obscuring the senses, feelings and emotions of beings, or seeing through such obscuring.
- Restoration: Healing magic, protective spells, and the ability to smite and cause undead to flee.
- Enchantment: Can enchant items and equipment with various magical effects, based among other things on her other magic schools. She must spend stones on effect and stones on Duration per panel, although Duration can be made permanent by making the enchantment with the trapped soul of a creature/person.
Asgardian Sorcery: 10
(Int.bonus)
-Efficient
Voodoo: 10
(Int.bonus)
-Efficient
-Various range effects and attacks
-Communication with the dead
-Communication with the forces of nature
-Zombies
-Zombie Brew
-Weakness
-Cause injuries/pain
-Voodoo Dolls
Summoning: 10
(Int.bonus)
-Call and control demons, and direct their energy
-Summoning: Stones VS Durability, +1 stone/specification
-Maintaining control: Stones (or other) VS Control Factor
-Binding: Stones VS Binding Factor
-Invoking: 2 for 1 stone; Duration 1 stone/panel
Wizardry: 8
(Int.bonus)
-Efficient
-The Magic of Middle Earth is more subtle than in many worlds, often used more for utility than for showy spell-slinging - although the latter is still possible among truly powerful spellcasters, such as one of the Maiar... or, well, I.D.A.M.As.
-Spells require gestures and incantations, unless noted elsewhere.
-Inner Power (For each white stone of Healt sacrified, the user gains +3 to any aspect of the spells she's casting, such as Effect, Duration, Range, Area, etc).
-If the user comes across another magician, a grimoire or a parchment with knowledge of other spells, using stones in this action to beat the difficulty will allow user to learn said spell. Learned spells cannot be from the darker magic of Middle Earth, Sorcery, as both types of magic are strictly antithesis to one another.
- Animal Summoning/Communication (May be used as Summon Animals, or Allows user to speak with/understand animals and grant them the ability to understand other people and communicate with them as an average human would, often serving as messengers for a smart Wizard. This spell can also be used as Subtle Commands and Empathic projection, two Telepathy options, but only against animals.)
- Clairvoyance (May perceive through time regardless of physical proximity; otherwise, as the Action.)
- Counterspell (If aware of a spell being cast, the user may try to counter and negate it and its effects. Must beat the Target's Intelligence+Effect stones.)
- Create Light (Simply pays for effect stones and Area to create light; alternately may use as an Attack VS Agility+Reflexive Dodge to blind foes; may pay for area.)
- Curse (May grant a person Bad Luck of up to one half this action's AN, rounded up, for a Duration of stones played on the D&R chart, due to their evil acts, cowardice, cruelty or similar states.)
- Display of Power (May be used either as Leadership or Fear, depending on circumstances. No Gestures or Incantations are necessary.)
- Imbuement (May imbue objects with temporary magical powers and effects enhancing their base effectiveness or granting them effects based on the user's own magic. The user will pay for effect, Duration, and other factors if necessary.)
- Enhance Food (By paying for total Weight and Area, the user can purify food and drinks and enhance their taste magically.)
- Firecraft (As Mastery of Fire. Create/Manipulate, Force Blast [2x damage, Sets flammable objects on fire], Mystical nature)
- Flame of Anor (A Secret Fire spell, using pure light and the power of good to smite evil and darkness. It functions as a force blast with the following advantages: 2x damage, Normal and Stun damage, 3x damage VS Servants of the Enemy/Evil/Dark creatures, either Area attack or Area 4 around user. It can be Accumulated for greater effect.)
- Freedom (This spell acts as a powerful effect to free a victim from actual bindings, paralysis from powers or magics, or inability to act due to fear. Stones simply have to beat the effect's stones to free the victim.)
- Guarding-Spell (As a Magical Shield against attacks, up to AN of effect, stones not doubled. The rest can be used for Area.)
- Guidance (By spending stones for Effect and Duration, the user will have a solid sense of direction and an uncanny ability to find a safe path to reach her destination as safely as possible. It it not infallible, of course, but it usually brings results. It essentially functions as Good Luck for traveling purposes.)
- Imitation (As Ventriloquism; may spend stones to properly imitate a voice)
- Ithildin-Fire (Allows user to create and reveal runes made of Ithildin, a magical, metallic substance made from mythril. While they can be read at sunlight, they can only be truly seen perfectly at dusk.)
- Lightning (As Force Blast; 2x damage, Normal or Stun damage, Mystical in nature.)
- Magical Kinesis (As Telekinesis, with a Weapon Modifier.)
- Magical Healing (As the action)
- Mesmerism (Telepathic communications, Project thoughts/Control others [May only be used to give a single, short order, and can't be used to make a person knowingly cause themselves or their loved ones harm]. Requires no gestures nor incantations.)
- Naming (The user pays for the Durability of the target animal, and names them. From then on, the animal recognizes and acknowledges this name as its own, and react positively to it and to the user of that spell, making for very loyal friends.)
- Oath (May receive Good Luck of up to one half this Action's AN, rounded up, towards all actions directed at fulfilling a noble Oath, decided upon casting the spell.)
- Opening/shutting Spell (Shutting: User pays for Difficulty and Duration, and Range if necessary, if the target object isn't close-by. The effect will render one door, container or similar nearly impossible to open, to force through or to magically access it, with the Difficulty - acting also as Resistance - must be beaten to open/unlock it. As for Opening, the stones have to beat the difficulty of the locked/closed object or door, in order to open the object or door.)
- Resist Fear (The user pays for effect, range and Duration, to provide herself and allies with a Fear Defense.)
- Sense Power (As the modifier of the same name, and Enhanced Vision [See auras and magical forces], but as an action.)
- Shatter (Attack VS non-living objects or matter; Ignores Hardness of objects. May accumulate energy for greater]; effect, and may pay for Area to affect a larger scale object, such as a bridge.)
- Shield of the Istari (A powerful mystical Force Field, with doubled stones of defense, working against Physical, Energy and Magical attacks.)
- Smoke-Weaving (As Manipulate Smoke, to alter its color, shape and movement. Usually just for fun, but could be used for Create Illusions, but requiring smoke/Only for smoke-based effects.)
- Spellbinding (Atk VS Agility+Magical Defense in an Area of up to 4; 'damage' means the victims are paralyzed for 1 panel/stone of damage.)
- Transformation (Attack VS Durability+Magical Defense; success allows user to transform her victim into any natural creature or object of an equal or lower AN than this Action. Duration is stones of damage on the D&R chart.)
- Veil (Acts as Invisibility, but only to magical/power detection, magical items or technology.)
- Watershaping (As Mastery of Water; Manipulate only, Force Blasts (Normal and Stun damage, 2x damage if target is in/on/underwater.)
Alchemic Transmutation: 7
(Int.bonus)
-Efficient
-As Mastery of Matter/Energy, but with special rules and restrictions
-Comprehension (Stones against Difficulty to understand the atomic or molecular makeup of a material/object/energy; may analyse given material/object properties.)
-Deconstruction (Stones against Difficulty, Ignoring Hardness, to disassemble identified materials/objects/energy to its base state in order to reshape it later. Essentially functions as disintegrating the object, but leaving base materials behind.)
-Reconstruction (As Unlimited Create/Manipulate, and Force Blasts [Depending on the matter/energy used or altered, various advantages may apply.] Only works on materials/objects/energy deconstructed prior to use.)
-Accumulate Energy for greater effect
-Can combine with Close/Ranged Combat
-May be used as General Knowledge (Alchemy, Codes, Puzzles, Chemistry, and Biology), Efficient, does not require either clapping of hands or transmutation circle, as it directly represents the knowledge of the user gained via passing through the Gate)
-May be used to repair damaged materials/objects
-Transmutation Circle/Array (Normally required to actually use Alchemic Transmutation, a Transmutation circle or Array can be inscribed in nearly anything, either where the Transmutation itself will be required or permanently inscribed beforehand to serve as a focus. However, see Instant Alchemy.)
-Instant Alchemy (Luvia is one of the very few Alchemists capable of performing the alchemical steps of Comprehension, Deconstruction and Reconstruction near instantaneously by merely slapping her palms together, creating a 'circle' of energy with her arms and her body, and substituting her own will for the necessary runes. In game effects, the user simply needs to be able to move her arms to perform this action's Comprehension/Deconstruction/Reconstruction effects all in one step with as many stones played.)
-The Equivalent Exchange (A limitation and laws that Alchemic Transmutation is subject to, resumed by the words "In order to obtain or create something, something of equal value must be lost or destroyed." This limitation is reflected by two laws. The first, the Law of Conservation of Mass, means the matter or energy can neither be created from nothing, nor destroyed to the point of elemental nonexistence. Something must be used/remain, of an equal mass/effect as that which will be created/was destroyed. As for the second, the Law of Natural Providence, states that a material/object/energy made of a particular substance or element can only be transmuted into another object with the same basic makeup and properties of that initial material. All of those Laws can be overcome and ignored through use of a Philosopher's Stone.)
-Rebound (Failure to obey the Equivalent Exchange's laws might have catastrophic results, as when the alchemical forces are thrown out of balance, they will negate the process and take something away from their user, altering them/taking something from them/altering something related to them as 'payment' for the missing energy or matter. The GM is encouraged to be creative, but fair - as the forces simply try to balance things out, not merely outright punish the person cruelly - with this sort of punishment. Again, using a Philosopher's Stone will negate any such Rebound effects for the Alchemist.)
Human Transmutation: 10
(Int.bonus)
-Efficient
-Represents the use of Alchemic Transmutation on human bodies and souls, a forbidden art that can be extremely dangerous on the user. All are very powerful effects, but they normally all cause a powerful Rebound effect... unless used with a Philosopher's Stone.
-Deconstruct body (This dangerous use allows an alchemist to attempt to deconstruct a living body to its base parts... essentially a very gruesome way to kill. Works as a Range 3 Force Blast against Durability + Energy Defense, dealing 3x damage, Normal and Stun damage, One target only. It is horribly painful.)
-Alter Size (May be used as Growth or Shrinking on self or others (Used normally on self, or as an Attack VS Durability+Energy Defense on others), altering the target's size by up to half this action's AN in size, rounded up. Using the Growth aspect will Automatically cause collateral damage as the world around sacrifices matter to make up for the added mass of the person... unless used with a Philosopher's Stone.)
-Shape shifting (As the action, up to AN. May also be used to Create clothes/accessories.)
-Metamorphosis (As the action; will automatically causes collateral damage if increasing the mass of the orignal body, unless used with a Philosopher's Stone.)
-Manipulate Body Density (On Self or others; works normally on self, and as an Attack VS Durability+Energy Defense on others, altering them by 1 step per red stone of "damage". Maximum effect of AN in either case)
-Mutant Healing (Up to 2x AN white stones per day); May even regrow limbs (unless they were lost due to Rebound)
-Transform Self/Others by Touch
-Create Homonculus (The user will alchemically create an artificial human, an Homunculus. Homunculi are surprisingly lifelike, though soulless, humanoids with unusual powers. They usually have superhuman abilities, special powers, do not requite food, water or rest - although they can eat, drink or sleep if they want -, are immortal, immune to disease and poison and can regenerate from terrible wounds (Instant Reconstitute Self, Limb Regrowth) up to and including most kinds of death (Reconstitute Self, Special). All have the ability to create their own clothes (AN 5 Clothes Creation, Black in color only). Homunculi usually have a couple of strange weaknesses which may vary between each and every one of them, and as they are soulless, they are incapable of performing alchemy. Creating them is a lengthy process which can take days, if not weeks. For each stone played, the user gains 10 stones with which to create his homunculus, with the aforementioned qualities being free. Each of those 10 stones increments will take a full day of work to complete. Using a Philosopher's Stone will increase the Stones gained to 15, and will reduce the time of creation to 6 hours/increment of 15 stones. It will also make success a near certainty, as normal Homunculi creation has a dramatic 90% failure chance! NOTE: Create Homunculi are supernaturally loyal to their creator, unless the creator wills it otherwise.)
-Soul Binding (This dreadful - though not inherently evil - power allows a user to capture and bind the soul of a human/humanoid being, be the person alive or dead. If the person is dead but the soul is still close by and hasn't moved on to the afterlife already, then stones need merely be spent against Range (between the user and the wandering soul) and Duration (since death), and 1 stone on top of that (unless target is willing to have their soul bound so; souls instinctively know why the Alchemist is trying to bind their souls and can therefore decide to resist or not. If they do resist, the user must also beat their Intelligence+Mental Defense), and bind the soul in question into an object, animating it (fore example, a suit of armor) by drawing a blood rune on it and inserting the soul. This last step works like Summoning (so its effects are mostly determined by the GM, but the user has an influence on it), except it is permanent and the person has no obligation to obey the user whatsoever. If a target is alive, the alchemist can actually still remove the soul forcibly, as an Attack VS Intelligence+Mental Defense, dealing Mental Damage... if the victim falls unconscious, the soul is removed and the victim technically 'dies' - although it can be 'resurrected' by putting the soul back into the body. Otherwise the user can complete the process as above. Note: If a living victim is willing to have their soul transferred so, a single stone of damage using the attack is all that's needed, and Mental Defense does not apply. Also, souls inhabiting animated objects are not immortal, and will eventually 'die' when their soul and the object reject one another, so they still have a lifespan.)
-Chimera (Involves merging creatures together, up to and including humans, to create chimerae. The game term effects is using this action as a permanent Metamorphosis on a base body by sacrificing another creature (usually by killing it somehow), but only with abilities and powers involving the creature used to alter the base creature.)
-Requires use of Transmutation Circles or Arrays, or the Instant Alchemy ability to use (See Alchemical Transmutation)
-Inevitable Rebound (Any and all uses of this powerful, but unnatural form of Alchemy will cause a Rebound of some sort, usually with effects depending on how major/selfish/evil the use of the power were. However, as with Regular Alchemy... all of those will be ignored if used with a Philosopher's Stone.)
Elemental Magecraft: 8
(Int.bonus)
-Efficient
-As Mastery of Elements (Water, Wind)
-Create/Manipulate
-Force Blast (Water - Normal and Stun damage, 2x damage if foe is in/on/underwater; Wind - 2x damage, or Area effect 5)
-Water Pulse (Confuses target if any damage occurs, imposing a -2 sit.mod to all actions for 1 panel)
-Combine with Close/Ranged Combat up to AN
-Accumulate Energy for greater effect
Gemstone Dragon Slayer Magic: 9
(Int.bonus)
-Transform into Gemstone (as Metamorphosis but with no free healing)
-Create/Manipulate Gemstones
-Gemstones blast (2x damage or AP)
-Absorb (Eat) 3 stones of Gemstones (But not the ones she makes) per panel
-Absorb Gemstones attacks (By eating them)
-Combine with Close/Ranged Combat
Fade Magic: 9
(Int.bonus)
-Efficient
-This action represents training in the four Main schools of Magic of Ferelden, and the powers available to such a mage. Unlike most mages, Luvia has extensive knowledge of all four due to her ancestor's nature.
-Entropy (Spells of Erosion, Destruction and Decay. Includes, among other effects, destruction of objects and matter, a Destructive Force [As Force Blast (2x damage, Limited Area attack, Automatically causes collateral damage)], Improved Drain Energy (Range 2), Paralysis, Weakness, Bad Luck, Hexes and curses, Fear [as the action], Exhaustion, Waking Nightmare [As a Mental Attack VS Intelligence+Magical Defense; success means the victims acts completely randomly and in a chaotic way, attacking allies, cowering in terror, screaming nonsense, or performing actions that make no sense at the time, for 1 panel/stone of 'damage'], Drain Life [Atk VS Durability+Magical Defense; each 2 stones of damage heal the caster by 1w]; Morbid Rejuvenation [As Magical Healing at AN, Only usable on Self, Requires a dead body within Range 1 to heal oneself, Can't heal more stones from one body than its original Durability]; Curse of Mortality [Atk VS Durability+Magical Defense, dealing as many Red stones of damage as the stones that get through, for up to 1 panel/stone of damage, and the victim cannot heal nor be healed for the duration].)
-Creation (Spells of Nature, Manipulation and Transformation. Includes, among other effects, Magical Healing, Enhancements, Glyphs and Runes, Manipulation/communication with plants and/or animals, Good Luck, Create/Manipulate Matter, Metamorphosis on self or others, etc.)
-Spirit (Spells of Mana manipulation, Spirits and the Fade. Includes, among other effects, Magical Fields, Astral travel, Dispelling magic, Drain Mana, Hamper others' magic, Spiritual attacks, Communication with/Affecting spirits, Raise Undead, Telekinesis, etc. Allows manipulation of the Fade through the willpower of the caster.)
-Primal (Spells of Elemental power, direct offense, and of war. Includes, among other effects, a Mastery of Fire, Earth, Cold, Lightning, Wind and Water, with options such as Create/Manipulate, Force Blast [Fire - 2x damage, Sets flammable objects on fire; Earth - Normal damage, 2x damage if target is on/in the ground, 3x damage if target is underground, Cold - Normal and Stun damage, or Atk VS Durability to freeze solid, Lightning - 2x damage, Normal and/or Stun damage, Wind - 2x damage or Area effect 5, and Water - Normal and Stun damage, 2x damage when target is on, in or underwater], Combine with Close/Ranged Combat of self or Allies, Accumulate energy, etc.
-Range 4 (Maximum; cannot be increased with stones)
-Requires direct line of sight
Blood Magic: 9
(Int.bonus)
-Efficient
-This powerful, forbidden school of Magic is feared and frowned upon in Ferelden, and its practitioners are normmally automatically considered 'Apostates'. Blood Magic is terrifying for various reasons, other than the inherent fear of blood most humans can feel within them. Among other reasons is the fact it can enhance any other spell beyond its normal limits, and that its effects require the user to spend blood instead of mana (NOTE: Some uses do not require sufficient blood to cost Health. When it does require it, however, it will be noted in the effect's description).
-Blood Mastery: As a Mastery of Elements. Create/Manipulate, Force Blast [2x damage, Normal and Stun damage, Ignores Toughness entirely], Accumulate Energy for greater effect, Combine with Close/Ranged Combat. Any effect of more than 10 stones requires 1w of Health sacrifice. NOTE: The caster cannot regain Health by drawing blood into themselves from this power, as apparently blood she herself magically control is not of much help to her.
-Blood Mind: As Telepathy, with options Dreamwalking (Physically enter dreams of others), Project thoughts/control others, Illusions, Telepathic communications, Create links with others, Mental Bolts, Repair minds, Generate Pain by touch, Swap minds, Possess others and Astral Projection. Any effects exceeding 10 stones will require a sacrifice of 1w of Health.
-Blood Empowerment: Up to AN times per day, Can sacrifice 1w of Health to add AN stones once to another magical effect. Additionally or aside from this, this action basically makes any other Magical action of the user benefit from the Advantage 'Draining', allowing the user to sacrifice 1w of Health to add +3 to the spell, allowing user to exceed the normal AN limit.
-Blood Summoning: As Summoning, for Demons and Fade Spirits only. Summoning any being of more than Durability 3 will require a 1w of Health sacrifice. Alternately, may 'Summon' a demon permanently by having them possess a living or dead body, resulting in a powerful abomination if living, or a powerful undead if not.
-Blood Healing: For each 1w of Health sacrified, the caster can heal another being of 1w.
-Crimson Renewal: As Improved Energy Drain, but each 3 stones drained add 1w of Health to the caster by draining the blood of a foe at range and absorbing it.
-Dark Sacrifice: Any Health sacrifice requirement can be performed with the blood of someone else as long as the victim is willing, enslaved or controlled by the caster.
-Range 4 (Maximum; cannot be increased with stones)
-Requires direct line of sight
-This action's AN Cannot exceed Fade Magic's AN.
Combat Magic: 8
(Int.bonus)
-Efficient
-Britannian magic spells mostly meant for use in battle. Requires use of words of power, a spellbook and reagents, which are normally consumed after use of the spell... however, as they are both manifested at will thanks to Luvia's powers, she can basically cast any, basically at will, rendering her far more powerful and versatile than normal mages.
-Death Bolt/Death Wave (A lethal, fearsome attack VS Durability+Magical Defense, dealing 2x damage, Range 4. The Wave version is the same, but as an Area Attack. It is a deadly, unforgiving spell.)
-Mastery of Fire (Create/Manipulate, Force Blast [2x damage, Sets flammable objects on fire, Area Effect 3 around point of impact or Area attack.)
-Ice Ball (A Normal and Stun Damage, or Atk VS Durability to freeze solid, Area effect 3 around point of impact Range 4 Force Blast.)
-Poison (Pay for stones of effect, Duration, Range, and/or area. Normal effect is stones VS Durability of damage per panel for a duration in panels, but other effects are possible.)
-Sleep/Awaken (Stones VS Intelligence+Magical Defense; success means the victim falls asleep for 5 minutes per stone of damage. May also pay for Area. Alternately, stones VS resistance to wake sleeping beings.
-Paralyze/Freedom (Stones of effect as an Attack VS Durability+Magical Defense, Range 3, Must pay for area if appropriate; targets are paralyzed for 1 panel/stone of damage. Alternately, stones VS resistance to free paralyzed beings.)
-Repel/Smite Undead (Pay for stones of Effect as an Attack VS Intelligence+Magical Defense of target undead; Range 3, Area attack; instead of damage, the undead who take 'damage' will do their best to escape and get away from the caster to the best of their abilities. Alternately, can be used as a 2x damage, Normal and Stun damage, Area attack, Range 3 blast VS undead only.)
Support Magic: 7
(Int.bonus)
-Efficient
-Britannian Magic spells mostly meant for supporting the user both in combat and non-combat situations. Requires use of words of power, a spellbook and reagents, which are normally consumed after use of the spell... however, as they are both manifested at will thanks to Luvia's powers, she can basically cast any, basically at will, rendering her far more powerful and versatile than normal mages.
-Healing/Restoration (As Magical Healing, May heal up to 2x AN stones of Health per day. Can also be
-Object Explosion (As Charge Objects, 2x damage, Area 3 around target, Range 5, except the range isn't how far an explosive can be thrown, as opposed to how far an object can be made to explode; adding the object's hardness/actual Weapon Modifier as a Weapon Modifier. The user basically points at a target inanimate, unheld object, and makes it blow up like a bomb from a distance. Devastating for sneak attacks and assassinations. Magical objects or artefacts cannot be used for this effect.)
-Hexes (As Bad Luck, As Attack VS Intelligence+Magical Defense; each stone of 'damage' cause Bad Luck 1 on the user, for a duration of red stones of damage in panels. Must pay for Area if appropriate; Will not target allies in the area unless the caster wills it.)
-Mesmerism (As the action; Confuse (Area attack VS Intelligence+Durability+Mental Defense; only targets foes; victims are confused for 1 minute/stone of 'damage' and can only wander about and not attack), Charm (Broadcast; Attack VS Intelligence+Mental Defense; victims will consider the caster - and its allies - a dear friend that they simply must help and protect), Fear (Broadcast; targets only hostiles) and Cause Pain.)
-Stop time (An extremely powerful spell, considered by many loremasters to be the most powerful. This spell allows a user to literally stop time for up to AN panels, paying 2 stones per said panel, and still be able to affect their surroundings without retraint, with the exception of Mental Attacks/effects, as minds of others are also frozen in time an can't be affected. Victims lose Reflexive Dodge to defense in addition to any stones they could have put out as defense, making them very vulnearble. Surprisingly, the Avatar's and his allies spells' aren't kept in stasis either and can take effect during the Time Stop as long as they don't affect minds of individuals.)
-Quickness (As Metamorphosis, to increase Speed, Initiative, Reflexive Dodge, and/or as a 'Fast Strike' modifier to combat actions, as the target can fight much faster with ease. Must pay for area and Duration in panels, too. For each 8 stones in this spell, the targets also gain +1 action per panel.)
-Dispel Field/Negate Magic (Stones VS a Force/Magical Field's effect stones to dispel it; or pay for effect, Duration in panels and area to negate all magic effects and spell of a lower AN than the effect stones from being cast, including the user's.)
-Invisiblity/Reveal (As the Action, but also activates Enhanced Vision at AN [See in Darkness]; Can affect others; alternately, can spend stones of effect +Area to reveal all Invisible creatures and objects in the area with a lower Invisibility AN than the effect stones.)
-Summon insects, Animals or demons (As Summoning, for large swarms of insects, any type of animals and various demons)
-Animate objects (As Summoning, must also pay for Duration on the D&R chart to keep them animated. Allows user to animate objects and grant them the ability to move around, fight and help out in various ways. Animated objects are loyal to the animator unless attacked by them, in which case they turn hostile.)
-Clone (Can be used on self or others; paying for the target's Durability and for a Duration on the D&R chart will create a clone of the target, complete with the same equipment and everything. The clone fights for their original, and if killed, their body remains present even after duration. Can be used in combination with Animate Objects: Animating a given object and cloning it, then 'killing' them both, will leave two identical objects, just a bit battered... essentially duplicating the item at the mere cost of defeating its animated form and its clone in battle.)
-Magical Travel (Blink - As Teleportation, Limited to Line of Sight, Upwards/Downwards Motion - As Phase Shift and Levitation, Restricted to phase up or down a floor, Mark/Recall - Allows teleportation to the shrines and Castle Britannia, and to Eight other 'Marked' areas, using the Eight Virtue Stones, Xit - Teleportation outside a gungeon/keep/fortress)
-Imbuement (Allows user to grant powers and effects to creatures or objects, paying for effect up to AN, and for Duration of 1 hour per stone. The power/effect given can be rendered permanent by sacrificing a Power Level stone of Health for one full day, which won't be healed normally for the duration.)
-Detect/Dispel Magic (As Enhanced Vision (Detect Magic) at up to AN, but paid for as an action, 1 stone per panel to maintain.; may also dispel ongoing spells by beating Effect stones.)
-Create Trap (Pay for effect, Area, Range and/or Duration if appropriate, and difficulty to spot/disarm/dispel if appropriate. Possibilities are multiple and nearly infinite with enough imagination.)
-Transform into Slime (A Range 3, Area attack spell causing an Attack VS Durability+Intelligence+Magical Defense, which if successful leaves the victims transformed into weak, rather helpless slimes for an hour, which can then be easily slaughtered. The victims' equipment, if any, remains behind as the body turns to a slime.)
-Resurrection (Can bring back from death a deceased creature or being with a soul as long as the being wasn't dead for more than AN days. The caster spends stones VS the target's living Durability. Can't resurrect beings burnt to ashs or otherwise fully destroyed, nor undead unless they still have their souls and are willing.)
-Anju Sermani (May resurrect someone even though their body was disintegrated; must sacrifice another's life to do so. As Resurrection, but requires said sacrifice and a ten minutes ritual.)
-Mass Death (Viciously damages the caster and close-by allies, to create a devastating killing spell that kills all hostile foes around. Will lower the caster's and all allies within Area 4 to 1 Health, adding 3x the number of Health stones lost to this action's stones as a 3x damage, Area Effect 6, Attack VS Durability, Only targets hostiles targets attack which usually wipes out all foes at once at the cost of severly hurting all allies.)
-Help (This extremely powerful spell is nonetheless rarely used, for it tends to make its user feel like a coward. If faced with a hopeless situation, it can be casted to resurrect all party members as Resurrection, Heal all wounded as per Magical Healing, and teleport the whole team to a safe place, headquarters, or Castle Britannia if within the current Universe. They say a good spellcaster should not find themselves in a situation where it is necessary to cast it, and as such, good casters thrive not to make use of it if they can avoid it.)
Utilitary Magic: 7
(Int.bonus)
-Efficient
-Britannian magic mostly meant for effects which have little to nothing to do with combat. Requires use of words of power, a spellbook and reagents, which are normally consumed after use of the spell... however, as they are both manifested at will thanks to Luvia's powers, she can basically cast any, basically at will, rendering her far more powerful and versatile than normal mages.
-Replicate (Creates a perfect duplicate of an object, by paying for Weight and Hardness. Nothing magical or too valuable. For such items, read the Clone spell.)
-Lock/Unlock magic (Stones of Effect to lock a given door, container, etc magically. Can only be opened via an Unlock spell or a similar power or magic. Alternately, stones VS resistance to unlock any door or container, even closed magically, for exampke with a Lock spell. A single casting will affect all locks at once if several exist, for example unlocking a physical lock while also removing a magical one.)
-Pickpocket (As the Thieving Specialty, but via magical means.)
-Detect/Disarm traps (As Enhanced Vision (Detect traps) at AN, 1 stone per panel to maintain.; may also be used VS resistance to disarm known traps.)
-Vanish/Reappear (As Hammerspace; Can store away items and retrieve them , by paying stones for Weight and Size to put them away, and 1 to retrieve them.)
-Clairvoyance (As the Action, May only witness events in the present or the Future, and/or from a Distance)
-X-Ray vision (As Enhanced Vision (X-Ray Vision) up to AN, but paid as an action. 1 stone per panel to maintain.)
-Create food and drinks (For each 2 stones, creates a good quality meal and a good beverage to go with it for one person. The food is real, healthy and good to the taste.)
-Communicate with the dead (As Enhanced Vision (See/hear the dead) up to AN but paid as an action, with 1 additional stone to be able to talk back to them. 1 stone per panel to maintain.)
-Create Gold (Casting on anything made of lead will turn it into gold, by simply paying for the weight in stones. Doing so can add stones of Wealth according to the GM.)
-Cause Eclipse (By spending 10 stones for the effect and more for Duration - up to half AN rounded up - the caster creates a real, honest-to-God Eclipse, making the sun go dark and people go blind if they look directly at it (which most people won't if they can help it, because they are very superstitious and scared of such events.)
-Armageddon (This terrible, forbidden - and thankfully unknown by most - spell destroys all life in the world with the exception of the caster, leaving behind a barren wasteland. It is essentially an Attack VS Durability which kills the targets if it inflicts any damage, Area Effect of 20 - the entire Universe - and targets all life forms, be it creatures, vegetation or anything alive in whatever way, but the caster, and kills them, leaving an empty wasteland behind. It is unknown why anyone, short of sheer madness and insanity, would want to cast such a horrible spell, and as such, the Avatar and her companions have kept that secret to themselves.)
Succubus/Demonic Magic: 9
(Int.bonus)
-Efficient
-As Asgardian Sorcery with a special regard for lustful, perverted uses, or demonic powers and effects. Includes but is not necessarily limited to:
-Dress Break (Atk Vs Clothing/Armor hardness/toughness + Magical Defense. Target is stripped of one piece of clothing per stone of damage, clothes can be undamaged or completely destroyed at GM Discretion.)
-Bilingual (Atk VS Durability+Magical Defense. A weird spell which somehow makes a woman's breasts speak, revealing the woman's plans and/or secret intents. Also causes Stun damage due to how weird it feels to the victim.)
-Oppai Beam (Acts as Magical Healing (Heals both Health and Energy at once), as well as Metamorphosis at AN to boost abilities/actions/modifiers as the user sees fit... at the cost of causing the user's breast size to diminish for two days. The beam is fired through the user's bare breasts, has a range of 5 and cannot miss. Cannot be reused until the user's chest returned to normal.)
-Love Spell (Atk VS Int + Magical Defense. Victim falls in love with a target designated by the caster, with a Love challenge of -1/stone of damage, up to -3. Duration of the effect is stones of damage on the D&R chart, but otherwise, it feels like true love to the victim who acts accordingly.)
-Arousal Curse (Atk VS Int + Magical Defense. Victim finds themselves in an intense state of lust and arousal for a duration of stones of damage on the D&R chart. The victim's reaction to this will usually depends on the situation. At the caster's discretion, may also pay for an Area to affect more people at once.)
-Prevent/Ensure Pregnancy (Effect VS Durability, must also pay for Duration; this spell can ensure pregnancy or perfectly proof a woman against it.)
-Cure/Prevent STDs (Can magically cure STDs as per Magical Healing, or render a person immune to it by paying 3 stones for the Minor Immunity, and stones for Duration.)
-Rule 63 (Atk Vs Dur + Magical Defense; Shape shift others into sexier versions of the opposite gender. Stones of damage = Duration on the DnR chart. At the caster's discretion, may render it permanent if Duration attains at least 9. Of course, another use of this power can negate its effects.)
-TAG Curse (Requires Eye Contact, Atk vs Int + Magical Defense. Target affected for 3 days per stone of damage. Victim is effectively hypnotized into not being allowed to wear any clothes, but can transfer the curse to another of the same gender by kissing them on the lips.)
-Tickle TAG Curse (Split stones for Area of effect around person, and duration of effect. Atk Vs Int + Magical Defense. Anyone within area of effected person immediately attempts to tickle the affected person non-stop.)
-Summon Devils (Lesser ones)
-Bind/Summon familiars (Up to 1 familiar/AN)
-Improved Drain Energy (Range 2)
-Fear (Area 4 around self)
-Shape shifting (As the action at AN, may also be used to create/alter clothes at will. May be used as an Attack VS Durability+Magical Defense to alter the appearance of someone else, too; Duration is 1 hour/red stone of damage, although the caster can dispel it.)
-Metamorphosis (As the action, often to assume disguises, or to transform into a 'true' demonic form!)
-Barrier (As Force Field; also functions VS Magic)
-Magic Circles (As Teleportation at AN; creates large magical circles through which she can appear and disappear at will, teleporting; up to AN circles may exist at once, and she has to be present to create one. Interstellar or Interdimensional travels are possible, but the user must still create the circle beforehand to travel so far.)
-Imbuement (May be permanent additions/creations by sacrificing 1w of Health which cannot regenerate normally, and will return in one day)
-Soul Stealing (Stones VS Resistance in a ritual lasting usually half an hour. According to Rias herself however, Devils don't do that kind of serious stuff anymore...)
-Rituals, potions, poisons, etc.
Black Magic: 10
(Int.bonus)
-1 Element/Special Spell per AN
-Elements Known: Fire (Fire, Fira, Firaga, Flare), Lightning (Thunder, Thundara, Thundaga, Burst), Ice (Blizzard, Blizzara, Blizzaga, Snowstorm), Water (Water, Watera, Waterga, Flood), Earth (Stone, Stonera, Stonega, Quake), Wind (Aero, Aerora, Aeroga, Tornado)
-Non-Elemental Spells Known: Aura (Each Panel counts as if user has taken their Durability in red stones of damage for Limit Breaks. Lasts panels equal to stones played to cast), Scan (Sense a target's full Health and Energy Pools and any Super powers they might have), Ultima (As Force Blast, 2x damage, Area Effect, Range 4), Bio (Atk VS Durability to poison. If damage occurs, the target loses an amount of red stones of Health per panel equal to stones over Durability)
White Magic: 8
-Use as Healing
-Place Force Field VS Normal attacks
-Place Force Field VS Magical Attacks
-Enhance a target's Abilities, Actions or Modifiers; may not more than double anything
-Enhance Weapons and Armor, must pay for Duration, May not more than double the Weapon or defense bonus
-Holy: 3x Damage, Area attack (Area 3; 2x damage VS Non-Evil creatures, Normal damage VS Good creatures. Must use at minimum 8 stones of Effect, and on the next panel, user takes Stun damage equal to stones played to attack with Holy
Time Magic: 9
(Int.bonus)
-Gain 1 effect at AN 1, and one more for each even AN
-May only produce 1 effect per panel
-Demi (Attack VS Durability + Defense. If damage occurs, target's white stones of Health are automatically halved. Cannot be used to kill)
-Speed (Increase target's flow through time, increasing Speed by 1/2 stones played)
-Stop (Atk VS Speed + Defense. If damage occurs, target is frozen in time for panels of damage.)
-Comet (Bend time so that a celestial body comes into contact with the planet at the exact spot a target is. 2x Damage, Limited Area effect.)
-Meteor (Bend time so a larger celestial body comes in contact with the area the user is aiming at. 2x damage, Area effect.)
Reinforcement: 6
-Allows user to 'reinforce' via Prana the elements of a given person or object, enhancing already present elements for maximum effectiveness. Possible effects are many and numerous, despite it being a basic form of magecraft. One can enhance the sharpness of a knife, the resilience of an armor, the nourishment of food, etc.
-In most cases, can act as Metamorphosis with an effect applicable to objects around the user. For example, stones could increase the Hardness of a wooden branch and increase its weapon modifier, making it as deadly as a sword.
-Used on a person, it can usually reinforce Strength and Durability, although other effects are possible.
-User suffers -2 when trying to reinforce others than self, as living beings instinctively resist insertion of Prana within their organism.
-Maintaining any use of Reinforcement costs 1 stone per panel.
Sword Magic: 10
-Used to temporarily enchant one's weapon, making it stronger and allowing it to perform various effects
-Gain 1 Element per AN
-Gain 1 extra Wpn.modifier per 2 stones played above starting cost
-3 stones to activate, 1 to maintain
-Elements: Fire (2x Damage), Ice (Atk VS Agility to paralyze, Damage = Panels of Paralysation), Wind (Attack VS Durability to Stun, Damage = Stones of Stun), Water (Reduces automatic defenses by 1 stone per 2 stones of Damage for damage in panels), Earth (AP), Light (Atk VS Intelligence, Target believes caster is an ally if Damage occurs. Duration = Damage in panels), Darkness (Atk VS Intelligence, Target is blinded if damage occurs), Non-Elemental (Limited Armor Penetration; Doubles Weapon Modifier VS Toughness), Gravity (Successful attack reduces foe's White Stones of Health by half; Can't be used to kill) and Drain (Energy Drain; refills caster's Health as per Healing)
Dragon Shout: 9
(Dur.bonus)
-Efficient, but most uses of this action makes it unusable for a panel afterwards, unless otherwise specified in a specific Shout.
-A special magical action, which allows the user to learn (through modifier Dragon Tongue) the powerful language of the Dragons, and use it to create powerful magical effects in the form of a Shout. If she knows only the first word of a given shout, she can use this action at AN 3. If she knows two, she can use it at AN 6. If she knows all three words of a Shout, she can use it at full AN. Each Shout has a specific kind of power. As in Magic's case, shouts that are a direct attack add half this action's AN (rounded up) as a wpn.modifier to Ranged Combat, with any advantages mentioned in the Shout.
- Unrelenting Force (FUS RO DAH): Acts as a blast of concussive force that strikes all foes in a 10' radius around point of impact, and projects its victims several yards away upon impact (1 yard/red stone of damage). Otherwise deals normal damage, plus whatever damage may be caused by being thrown forcefully in said direction. If a victim dies from this, there is a chance she might be disintegrated.
- Animal Allegiance (RAAN MIR TAH): Commands nearby animals and natural beasts to come fight in her defense. She must spend 1 stone/Durability AN of each animal who might come to her aid in such a way.
- Armor Break (SIIK): A shout the dragons created against dragon slayers to shatter their armor and clothing leaving them naked and defenseless against their might. Does no damage. stones vs resistance to destroy, or remove clothes/armor by force.
- Aura Whisper (Laas Yah Nir): This Shout, which is actually more of a whisper, allows the Dovahkiin to detect the lifeforce of all creatures close by, acting as "Sense Power". Does not require a panel to recover.
- Battle Fury (MID VUR SHAAN): Enchants all nearby (how far depends on how many stones are spent on Area) allies' weapons to make them attack faster. Stones of effect cannot exceed AN, and must be split between a bonus to Close/Ranged Combat attacks' stones and Initiative equally (Close/Ranged Combat favored if stones of effects are an odd number). Duration is 1 panel/stone spent for Duration.
- Become Ethereal (FEIM ZII GRON): Turns the Dragonborn etheral, essentially working like Phase Shift. Duration is one panel/3 stones played. The lowest level does not require a panel to recover.
- Bend Will (GOL HA DOV): Works as Telepathy (Project thoughts/Control others). If used with only 3 AN, may only control animals. If used with 6, may control people. If used with at least 9, even dragons can be controlled.
- Call Dragon (OD AH VIING): Allows Luvia to summon the dragon Odahviing, who swore his loyalty to her, to fight for her. She muse pay at least 9 stones to summon him, plus any stones for Duration on the D&R chart.
- Call of Valor (HUN KAAL ZOOR): Allows Luvia to summon one of three ancient Nord heroes to fight by her side; 3 stones plus Duration (in panels) will summon Gormlaith Golden-Hilt, 6 plus duration will call Felldir the Old, and 9 plus Duration will summon Hakon One-Eye.
- Carry Gear (Diivon Frul Ko): Allows this action to be used as Hammerspace, allowing Luvia to store a large amount of equipment seemingly in and from nowhere. Does not require a panel to recover.
- Cause Explosion (BOS): Your voice can cause an explosion out of nowhere. Area Effect attack. Stones played split between effect, range and area.)
- Clear Skies (LOK VAH KOOR): Clears the skies of fog and any inclement weather, stopping snow and rain and wind. Essentially works as Manipulate Weather (only to make it calmer).
- Cyclone (VEN GAR NOS): A powerful cyclone of wind which sows chaos among her enemies, possibly throwing them hundreds of yards away (and most likely killing them). Acts as a powerful wind element blast, Area Effect of 3, 5 (if used with AN 6) or 7 (if used with AN 9), dealing Normal and Stun damage.
- Disarm (ZUN HAAL VIIK): Disarms a foe, if stones beat defense (without counting Armor, if any). Simply works better with higher ANs.
- Dismay (FAAS RU MAAR): Acts as Fear; area effect of 4 around self.
- Dragon Aspect (MUL QAH DIIV): Usable only once per day; adds 3 to Str, 2 to Agl, 3 to Dur, 3 to Toughness (and makes it No AP), and 2 to Dragonforce, for a total of 10 panels.
- Dragonrend (JOOR ZAH FRUL): This powerful Shout lashes out at a dragon's very soul. It has three effects; first, it acts as an Attack VS Durability, which may only deal 1w of damage. However, if it deals even but 1 red stone of damage, it also forces the dragon to land and unable to take flight again for 1 panel. Finally, if for some reason the dragon was supposed to be immortal/unkillable, this renders the dragon mortal, and possible to kill, until it next takes flight.
- Drain Vitality (GAAN LAH HAAS): This Shout allows Luvia to drain the lifeforce and vitality of a foe in one powerful attack. It acts as Improved Drain Energy, although if she drains at least 5 stones of Energy from the victim, it loses 1w of Health, healing her of that much as well.
- Elemental Fury (SUH GRAH DUN): Acts as a temporary "Metamorphosis"-like weapon enchantment which can increase the wielder's Agility, Speed, Close Combat or Reflexive Dodge only. Has a Duration of 1 panel/stone spent for that purpose. Note: Only works on non-magical weapons.
- Fire Breath (YOR TOOR SHUL): The classical dragon fire breath. This powerful flame will turn her foes to ashes. Acts as a 2x damage attack, which sets flammable materials on fire.
- Frost Breath (FO KRAH DIIN): A freezing breath attack. Deals Normal and Stun damage.
- Ice Form (IISS SLEN NUS): Does not add any Wpn.modifier to the attack, but freezes a foe solid if attack exceeds Durability. Difficulty to escape from the ice (usually with Strength) is equal to 2 per word used, and resistance is equal to stones played.
- Kyne's Peace (KAAN DREM OV): Soothes wild beasts, making them flee or stop fighting. Must beat target's mental defense.
- Marked for Death (KRII LUN AUS): Acts as a powerful curse. This Attack VS Intelligence+Magical Defense will lower the victim's Toughness, Reflexive Dodge, Magical Defense or Regen per panel by 1/stone of damage, victim's choice as to what gets lowered, with a duration of 1 panel/stone spent for that purpose.
- Slow Time (TIID KLO UL): Literally stops time, allowing Luvia to essentially act as though she had free panels to move. With AN 3, she gains one free panel (with the resulting Energy Regeneration). At An 6, it becomes two bonus panels, and at AN 9 or more, 3. However, during those free panels, she can't use other Shouts. If she physically attacks enemies during those free panels, their Reflexive Dodge does not count, nor does any actions related to movement (as the victims are frozen in time). After time returns to normal, Luvia must wait an additional 3 panels before using any other Shout (or this one again). This is a very powerful Shout, and as such, it is very taxing on her body; all of her actions take a -2 for 10 panels afterwards. It is cumulative with additional uses of this Shout (both the penalty and the time for it to end).
- Storm Call (STRUN BAH QO): This very powerful Shout summons a destructive storm, downpour and powerful winds included, which unleashes powerful lightning bolts at everything and everyone around, causing a massive amount of devastation. It acts as a 2x damage, AP, electrical attack, centered on the Dragonborn but without affecting her, as an Area effect of 5, 7 (with AN 6) or 9 (with AN 9). After using, Luvia must wait 20 panels or 10 minutes, whichever is shorter, without using any other Shout.
- Soul Tear (RII VAAZ ZOL): Cannot be used at higher than AN against a single target. This deadly Shout acts as an Attack VS Durability. If it kills the victim, it is immediately raised as a zombie under the Dragonborn's control for 10 minutes or until it dies, whichever comes first.
- Summon Durnehviir (DUR NEH VIIR): Used to summon the undead, necromancer Dragon, Durnehviir, who will fight for the Dragonborn. Must pay 9 stones for the summoning, and 1 stone/panel of Duration.
- Throw Voice (Zul Mey Gut): Allows Luvia to project her voice away, luring enemies to their doom or out of her way. Acts as ventriloquism. Does not require a panel to recover.
- Whirlwind Sprint (WULD NAH KEST): Allows Luvia to quickly dash forward, allowing her to attain a Speed of AN for a single panel.
Mesmerism: 7
(Int.bonus)
-As Telepathy
-Project thoughts/control others (Broadcast)
-Illusions (Broadcast)
-Create links with others
-Telepathic communications (Broadcast)
-Mental bolts
-Repair Minds
-Edit memories (Broadcast)
Summon Magic: 10
(Int.bonus)
-1 Summoned Creature per AN
-Summons lasts until creature is dismissed, end of encounter, or defeated
-A Summon used in battle will gain as many LoEs as its Summoner at the end of an issue
-Summoner may use their own LoEs/White Stones to improve a Summon
-Powerful Summons: Due to her ancestor's sheer, natural power, Luvia's summons gain a 5w boost per AN (in this case, 50) in this action (Note: When using Calling, her Summon's base, unchanged stats are used for spell effects.)
-Known Summons: Shiva, Ifrit, Carbunckle, Bahamut, Leviathan, Alexander, Odin, White Cactuar, Behemoth and Magnus
Calling Magic: 10
(Int.bonus)
-1 Summoned Creature per AN
-Summons last 1 Panel
-Immune to Damage on that Panel
-Improve Summon's Special Action by AN
-Known Calls: Shiva, Ifrit, Carbunckle, Bahamut, Leviathan, Alexander, Odin, White Cactuar, Behemoth and Magnus
Geomancy: 8
-Place stones for effect
-GM creates effect based on terrain, normally a Force Blast of appropriate type
Smoke Manipulation: 1
-As Create illusions, via Smoke
-Based on voodoo
Bounded Field: 6
(Int.bonus)
-Efficient
-User pays for Effect and Area; she will create an invisible 'field' which will keep individuals from entering or leaving it except for the individuals the caster allows to move so. Stones of effect function as Difficulty/Resistance to pass through, as well as Duration in minutes (so 2 panels for each stone of effect), while the area is simply the size of the field.
-Most often used to keep innocent humans from entering deadly battles between masters and servants, but has other uses.
Magical Healing: 7
-May heal up to 2x AN white stones per day
Magical Travel: 8
-Flight
-Teleportation
-Dimensional Travel
-Super-Speed
-Phase shifting
-Dream walking
-Time travel
-Shadow jump
-Aquatic freedom
Magia Erebea: 9
(Int.bonus)
-Efficient
-Magia Erebia allows user to absorb spells into the caster and use them to harness their energies and gain their properties, therefore increasing drastically the user's powers. It normally feeds on the caster's soul and their dark feelings.
-Absorption (Acts as an Energy Absorption/Reflection which must be used as an Action, Only works against Magical Spells)
-Armationem (Once Energy has been absorbed, the caster can use this action, in addition to the absorbed stones, to use as Metamorphosis to power up and gain powers according to the Magic absorbed. The Duration will be equal to up to 5 minutes/AN.)
-Requires user to be able to speak to use, to state the magical words "Stagnet. Complexio, Supplementum pro Armationem!"
-Enroachment of Erebea (If the caster uses this power more than 1/3 AN per day rounded up, the user risks (GM's call) turning permanently into a deformed monster with incredible power depending on the spell absorbed. This demonic form is completely out of control and wishes only to destroy and kill.)
-Regardless of the spell absorbed or its effects, it is technically considered Dark/Black Magic regardless
Requip - The Knightmare: 7
-Allows user to store and summon Knightmare Frames at will.
-Must spend 1 stone per Size AN to store or pull out Frames
-Can store up to 1 Knightmare Frame per AN
-Known Currently stored Knightmare Frames: Guren S.E.I.T.E.N Eight Elements, Portman II, Gareth, Zangetsu, Tristan, Percival, Shen-Hu
Transformation Magic: 7
-As Shape shifting; Cannot change clothes
Spiritual Power: 8
(Int.bonus and Efficient when using Kido spells)
-As Iron Will, Metamorphosis (Transformation occurs on same panel, Needs no stones to maintain, Appearance does not change aside from the flare in Spiritual Power which can be easily felt by beings with supernatural senses) or as follows.
-May be used as Sense Power (Only works on Spirits, ghosts, Hollows, Shinigamis and other beings with Spiritual Power; also, is an action, so must spend stones to use.)
-As Invisibility at this action's AN - At Luvia's disctretion, can be used only for the purpose of hiding her Spiritual power.)
-Spiritual Pressure (Act as both Fear at AN, and if she so wishes, as a Ranged Combat attack of Area equal to 1/3 this action's AN (or 3 here), rounded up, centered on herself.
-Spirit Weapons (Function as Psi-Weapon, paying separately for advantages. Spirit Weapons can have Wpn.modifiers up to AN, and can strike Ethereal/Phase shifted targets, Can be used to cut down/through energy/magical attacks/barriers, just like Zanpakuto.
-Kido/Ginto Spells (As Mastery of Magic, Asgardian Sorcery, Magical Healing, Magical Travel and Summoning. Requires incantations most of the time. Not using Incantations cause a -3 penalty to all uses of Kido/Ginto spells. When used to attack, adds appropriate Advantages depending on the type of attack, up to this action's AN for free.)
Cardcaptor: 10
-Super-Efficient
-Luvia can acquire Clow Cards and transform them into Sakura Cards to use their powers, making her a very powerful magician.
-Card Magic (Luvia can use Sakura Cards through this action, with any specific rules related to any given card applying as mentioned in each card's description.)
- The Arrow (Makes a rather aggressive, small pink girl appear, wearing a bluish-purple with a pudding basin haircut, a red circular gem on her hair, and two long pigtails held by balls, armed with a bow. She will fire arrows as Ranged Combat with a +2 bow, a +3 Targeting, and either 2x damage or Area attack to reflect the fact that she fires a LOT of them in a very short time.)
- The Big (Appears as an extremely tall and slender blue colored young woman, dressed like a medieval princess, also wearing a divided hennin atop its head and a blue cape. It has the power to increase the size of any creature or being akin to Growth, with the regular increases along with the target's weight and +1 Toughness per AN increased. Melee Weapons increased in size will have their weapon modifier increase as per their weight.)
- Bubbles (Appears as a young mermaid-like little girl wearing a blue gem necklace along with some pearls tied around her bubbly head. She can essentially be used to clean things, even very dirty ones or creatures.)
- The Change (A blue, vaguely chameleon-like creature with great orange eyes that shoots out its tongue to switch objects around like a real chameleon does to capture prey. Capable of switching people's minds between their bodies as a Mental Attack using an Int.bonus VS the highest Intelligence+Mental Defense of the intended victims; success means they exchange bodies, retaining any magical and mental abilities and powers, and most of their own skills, but acquiring the Physical and Energy abilities and powers of the new bodies, at -1 to all ANs/MNs for one day due to not being used to them. The Change can only be used once every 24 hours; if a change is not reverted within 3 days, it becomes permanent.)
- The Cloud (A small, playful childlike girl with pointed ears wearing a poofy doublet-like outfit with harlequin pattern leggins and pointed boots. Its hair is poofy and cloudlike, with straight bangs on either side. It has a blue cloud shaped gem on its forehead. The Cloud can create clouds and manipulate them at will, also creating forms made of clouds as per Create Illusion, but they still appear as clouds.)
- The Create (Appears as a narrow book with a brown spine and dark orange front and back. A green and brown star-shaped symbol with eight points appears on the cover while a smaller one is centered on the back. It allows to create nearly anything, inanimate or alive, as long as the Create remains opened. One must write in it to use, as per Create Matter/Energy for inanimate objects and forces, or each stone generating 10 character stones to create living beings if animated objects or creatures are made with the book; both powers use Int.bonus.)
- The Dark (A regal woman draped in black with straight ebony hair. The points on her crown curve inward, the frontmost two curve inward then out again. The Dark is a very powerful Card, able to use Darness Magic (Int.bonus, Create/Manipulate, Force Blast (2x damage, AP, Ignores Hardness of Objects; or Atk VS Intelligence to Blind temporarily; Accumulate Energy, Create Illusions, Combine with Close/Ranged Combat). She can use it to warp creatures or Objects as per Teleportation, or even bring about night with 10 stones spent! Regardless of her use, the Dark must be summoned alongside her sister, the Light.)
- The Dash (A small blue, fox-like creature with long rabbit ears and a long slender tail. On its forehead is a small diamond shape mark. The Dash can be used as Metamorphosis, but may only increase Spd, Initiative, and Reflexive Dodge for up to AN panels.)
- The Dream (May appear either as a mysterious blue butterfly, or a female humanoid with long, straight hair, dressed in a flowing caplet, and a tall, wide elaborate headdress that covers its eyes, perhaps indicating its status as a blind prophet. As an Attack VS Intelligence, The Dream can cause people to experience dreams, either of their greatest desires, or actual prophetic dreams for magical beings if the user so wishes.)
- The Earthy (A giant serpentine dragon formed of stone, or a woman wearing a cape, her hair in two swirls. Her body is crystalline and many crystals make up her large standing collar and earrings. The Earthy is capable of Earth Magic (Int.bonus, Create/Manipulate, Force Blast (Normal damage, 2x damage if targets are in contact with the ground, 3x damage if they are in or underground, Area effect, Accumulate Energy, Combine with Close/Ranged Combat), but is weak against wood (taking a -2 sitmod against that element, and 2x damage from that element)
- The Erase (Appears as a bank of pale greenish-grey fog, or a tall woman dressed in a yellow-and-white-patterned court jesters outfit, with a large ruff around its neck and a tall hat with two long points that trail almost to the ground. This powerful card can make most any object - or even living beings - disappear. It works as an Attack VS Size or Weight, whichever is higher, for inanimate objects, or Attack VS Durability+Magical Defense against living creatures. 'Banished objects' can be returned by spending 1 stone per object; they will be permanently gone if not brought back in AN days. Alternately, can also be used with Int.bonus VS Intelligence+Mental Defense to erase memories.)
- The Fight (A teenage girl with shoulder-length pale hair, piercing sky blue eyes and two long odangos, who wears a blue leotard with white trimmings and a red triangle on her chest, long tail fins, long finger-less gloves and white guards on the back of the hands, and a pair of blue and white thigh-length boots. Summoning the Fight allows the user to use Metamorphosis on self, only to increase Combat Skills (making them Mastery of Kung Fu with all options in the process), Reflexive Dodge, Toughness, Strength, Agility and/or Durability.)
- The Firey (An adolescent male with flaming hair and orange wings. He wears a red jeweled headband, and his long pointed ears that resemble those of the Watery, except without the fins. His lower body is a pillar of fire. As his names indicates, he wields Fire Magic (Int.bonus, Create/Manipulate, Force Blast (2x damage, Sets flammable objects on fire), Area attack, Accumulate Energy, Combine with Close/Ranged Combat), but is weak against Water (taking a -2 sitmod against that element, and 2x damage from that element)
- The Float (A stripy pink and purple balloon with small wings, independent of any strings or basket, the Float has the ability to make things float in a straight line upwards, simply by beating the targets' Weight and maintaining them with 1 stone per target.)
- The Flower (This not-really offensive card looks like a young lady wearing a long, poofy pink dress that resembles layered blossoms, pink flower bracelets, pink flower earrings and a flower pattern on her forehead and her chest. She keeps her white hair in corkscrew pigtails. The Flower can create Flowers as an Area effect, and that's pretty much that. That being said, she can also shift her stones into defense to protect with a thick shield of flowers.)
- The Fly (This straightforward card looks like a giant white bird with a long neck and short beak, similar to a cockatiel. It can bestow Flight, up to AN 5, to any person within reach, making wings grow in their backs. Maintaining each costs 1 stone per panel.)
- The Freeze (A powerful card, the Freeze looks like a giant koi (Japanese goldfish) seemingly composed of ice, with a large gem on its head. It uses Ice Magic (Int.bonus, Create/Manipulate, Force Blast (Normal and Stun damage, or Atk VS Durability to freee solid), Manipulate temperature to Cold)
- The Glow (A tiny delicate fairy that has a glowing tail like a firefly, the Glow can create hundreds of orbs of glowing, calm blue light as per Create Light.)
- The Hope (One of Luvia's most powerful cards, the Hope's powers are subtle but nearly unlimited under certain circumstances. First, it makes the user and any allies within Range 4 immune to Fear, regardless of its source, when held in the user's hand. Additionally, while holding the card, praying for a good, selfless event to happen has good chances of making it happen as per Destiny Force, GM's call.)
- The Illusion (While its true form is unknown, it is widely believed to be a shifting kaleidoscope-like pattern... but seldom appears like it. It acts as a Create Illusion action, but each person who sees it perceives it differently. They will usually see what they expect, want, or fear to see the most, depending on the user's wishes.)
- The Jump (A grotesque, stubby, pink rabbit like creature with long floppy ears, birdy feet, and a long tail ending in a small ball. The sclera of its eyes is green and its pupils are slit like a cat's. The Jump can act as Metamorphosis, providing others with Leaping and/or Reflexive Dodge.)
- The Libra (Appears as a a pan-scale, one side holding a sun and the other holding a moon. It can detect Lies, as effective as an Immunity to Lies, with the Sun weighing more if truth is spoken, or the moon if falsehoods are being told.)
- The Light (A tall regal woman with pale skin and long, white flowing hair that falls over her shoulders and down her back, with curled side pieces framing her face. Light wears a dress with a tall collar, puffy sleeves and an image of the sun on her chest. She appears elegant, dignified and majestic. The Light is a very powerful Card, able to use Light Magic (Int.bonus, Create/Manipulate, Force Blast (2x damage, AP, Normal and Stun damage; or Atk VS Intelligence to Blind temporarily; Accumulate Energy, Create Illusions, Combine with Close/Ranged Combat). She can use it to bring about the morning sun with 10 stones spent! Regardless of her use, the Light must be summoned alongside her sister, the Dark.)
- The Tiny (Appears as a tiny, yellowish jester-like little girl, with the ability to Shrink people and objects as per the action. In addition to the size diminution, her targets also take -1 AN to all Magical actions per AN of size reduction, as their magical power is also reduced in 'size'. Each target can remain shrunk with the user spending 1 stone per target per panel.)
- The Lock (A small green and yellow padlock with a front mounted drum. It has wings on the front, straddling the chamber of the lock. The Lock has the ability to magically lock basically anything (D: AN, R: Stones played), as long as it has a locking part such as a regular lock or a catch. It makes escaping or opening the locked part nearly impossible (see D&R above). Magical senses within a locked area will diminish by 1 per two stones played.)
- The Loop (A simple small band or loop, red on one side and yellow on the other. The Loop is a powerful card, capable of stranding an opponent in a given situation which repeats basically endlessly. With an Int.bonus, the wearer pays for an area, and against the toughest victim's Durability+Magic. If successful, the loop activates, trapping the area in the loop, causing whatever effects the user wishes, within moderate reason. It basically paralyzes the victims, as they can't leave the loop unless the user recovers the Card, or they find the red cords forming the connection of the loop within its altered world, and cut them with a magical weapon or power. In this case, the D&R to escape is of AN and double the stones played for Resistance, yet can't be attempted without a supernatural means of cutting.)
- The Maze (While invisible on the outside, it looks like an expansive multi-dimensional green maze with upside-down staircases and impossible perspectives when trapped within. Int.bonus is applied. User pays for Area or effect - whichever is higher - ; anyone walking in it is faced by an Attack VS Durability+Magical Defense to resist being caught in. Getting out requires quite some time and effort. D&R being half AN... and FIVE times the stones played in Resistance.)
- The Mirror (Appears as a beautiful, slender young girl with pale green eyes and long flowing sea-green hair. Mirror wears a long billowing white kimono with very long sleeves that go well past her hands - concealing them - and holding a mirror, and a long bright green dress obscuring her feet. The Mirror can copy the looks, physical abilities and basically anything else, but at -1 AN/MN to all attributes, becoming a near perfect duplicate of the person as per Copy A/A/M with no need to remain close. Mirror is immune to light and similar effects as they pass right through her, and has a natural Energy Absorption/Reflection effect of AN.)
- The Mist (Simply appears as a thick bank of green mist. The Mist is an highly corrosive entity, able to eat through nearly any materials as per an Attack of 2x damage Ignoring Hardness of objects, Area of effect. Alternately, may also simply be used as a cloud of thick mist.)
- The Move (A small triangular basket or pendulum with a red gem at its front, and two long 'Clow Wings'. The Move is fairly weak, only able to possess small objects - no larger than a book - and teleport them across short distances - no more than 100'.)
- The Power (Appears as a a tiny pink little girl in a sleeveless dress with baggy pants. She has pink hair tied in two high buns in the back with long ribbons ending in ball ornaments, red eyes, two large studded bracelets on her wrists, a red choker on her neck, a yellow gem on her dress, three pink gems on her forehead and pink ball earrings. The Power can be used as Metamorphosis, to increase Strength, Durability and Toughness, though mostly Strength.)
- The Rain (A young and cute little girl with a jester's hat. Her collar is cut in many points and tipped in droplet shapes. Her oufit consists of poofy pants in a harlequin pattern, a poofy sleeved top, and pointed boots, the cuffs of which are also tipped in rainrops. The Rain can Create Rain of various intensities, including powerful downpours.)
- The Return (Appears simply as a swift-moving, tangible black mist. Allows the user to return to the past to observe events as a ghostly observer, protected from detection both mundane and magical by an AN effect. Otherwise functions as Clairvoyance (May only see the past), but instead of merely 'seeing' it, the user is literally present in spiritual form.)
- The Sand (A flow of sand that moves vaguely like a serpent. It acts with a Mastery of Sand (Int.bonus, Create/Manipulate, Force Blast (Normal and Stun damage, or Atk VS Agility to blind temporarily).)
- The Shadow (A powerful card, the Shadow is a cloaked, dark figure which can manipulate shadows for multiple effects. It acts as a Mastery of Shadows (Int.bonus, Create/Manipulate, Force Blast (Normal damage, Ignores Toughness)), Create Illusions (Shadow-based ones only), Telekinesis, Summoning (to summon shadow monsters) and Can steal shadows of other beings to increase its power (+1 stone of effect per human-sized shadow stolen), but that additional power can be taken back and the shadows restored with any strong source of light used against the Shadow.)
- The Shield (Resembles a single 'Clow Wing' shield with a red jewel on both sides. When active, manifest as a shield, barrier or force field as per the Force Field action (also Effective VS Magic).)
- The Shot (A deadly card, the shot appears as a fast moving bolt of energy when in use, or a young elfish spirit with red and yellow hair and large pink eyes when not used to attack. It functions as a Force Blast akin to a laser, Int.bonus, 2x damage, AP, Good Luck +1 to hit, which increases by +1 with each panel as it aims better with each attack.)
- The Silent (Appears as a tall slender woman with dark blue eyes wearing a long blue-black dress and wrapped in dark cape with a high collar indicating a mute state. She has long, straight blue hair and a jewel with bat wings on her forehead. She is capable of diminishing or stifle all forms of sound entirely, making a given area entirely silent, by paying for effect and area.)
- The Sleep (Appears as a young periwinkle fairy-like little girl with short hair, a star on its forehead and one overlarge feathered ear on the left side of her head. Its power work as an Attack VS Durability+Magical Defense to make the victim fall asleep for 5 minutes/red stone of 'damage'.)
- The Snow (A white-skinned woman wearing a blue-white kimono with a wide collar and a blue obi tied in a wide bow, and a necklace that appears to be made from ice crystals. The Snow can use Mastery of Snow (Int.bonus, Create/Manipulate, Force Blast (Normal and/or Stun damage, Area attack), either use to create snow aplenty or attack with a blizzard.)
- The Song (Appears as a purple-haired girl in a long, white dress. She is very shy and easily frightened. Can copy people's voices with a mere 3 stones of energy, and then can sing as through Perform (Singing) by using said copied voices for amazingly beautiful results.)
- The Storm (Appears as a young elf with curly, shoulder-length hair, wearing some form of armor over its pants and around its shoulders, ornamented in spikes. It also wears long teardrop shaped earrings. It is capable of manipulating the weather in very aggressive and strong ways, such as tornadoes, rainstorms, and more. It acts as with Mastery of Violent Weather (Int.bonus, Create/Manipulate, Force blast (2x damage, Normal and Stun damage if lightning bolt, Area effect for a tornado, and 2x damage, Stun damage, Area effect for a strong rainstorm), Accumulate energy)
- The Sweet (A small fairy with afro-like hair resembling cotton candy and a yellow dress with a similarly shaped skirt resembling cream puffs. She also holds a wand. The Sweet has the unusual ability to turn objects into sweets of all kinds, or to make regular food taste sweet. Stones are played against Hardness or Technology, whichever is higher, to transform the target into sweets/make it sweet.)
- The Sword (Unusual in that this card does not summon a being, but rather manifests into the form of an european magical sword, able to cut through anything, including magical barriers. By spending stones, the user manifests a +5 Sword, AP (Ignores 3 Toughness even when No AP), 10 stones effect to dispell any Magical barrier it strikes.)
- The Through (Appears as a young woman dressed in a flowing gown of the Oriental style, with long hair styled into two loops at the top of the head held by a ball then falling into a very long tail. The Through allows its user to Phase shift as the action, and pass through most anything like a ghost would.)
- The Thunder (The Thunder is a large fierce wolf and is made out of crackling blue-white energy. Its powers are straightforward yet powerful, firing powerful Lightning Bolts (Force blast, 2x damage, AP, Normal and/or Stun damage, Automatically causes collateral damage).)
- The Time (Appears as a robed old man with a long beard and pointed ears, carrying a large hourglass. The Time can speed up time or slow it down for anyone but the user and designated allies, stop it for 1 panel/AN - although it will restart if anyone else but the ones unaffected is touched, hurt or otherwise messed with - and it can even bring the world back up to 24 hours before. A very powerful card indeed.)
- The Twin (A surprisingly powerful card, the Twin is capable of duplicating objects, and people, essentially without known limits. It needs simply beat Size, Weight, or AN of the strongest ability of a given object - whichever is higher - to duplicate objects, or beat Durability+Intelligence to duplicate people. It can also undo any duplicate at any time with a single stone per duplicate.)
- The Voice (A young, pink-colored girl with long wavy hair and feather-like ears, and arms-like wings. It wears a rather long dress, and what appears to be a ruff and green brooch around its delicate neck. The Voice has the rather frightening power to steal voices, and can then use them to talk or sing. It works as an Attack VS Durability+Magical Defense, stealing the voice and leaving the victim mute if successful. The Voice needs to spend but a single stone to return a voice.)
- The Watery (A blue mermaid with webbed fingers and large ears. Her hair is long, and beads of water are scattered all through it. On her back are large, wing-like fins, and an ornament resembling deep blue scales sits on her forehead. Watery can also dissolve itself into any body of water, becoming indistinguishable from its surroundings. It holds the power of a Mastery of Water (Int.bonus, Create/Manipulate, Force Blast (Normal and Stun damage, 2x damage when target is on, in or underwater), Accumulate Energy for greater effect, Combine with Close/Ranged Combat.)
- The Wave (Unlike many cards, this one does not have an actual appearance, merely granting its wearer the ability to manipulate existing water, and create massive tidal waves as per Force Blast (Normal and Stun damage, 2x damage when target is on, in or underwater, Area attack, Automatically causes collateral damage). The Wave is essentially a weaker form of the Watery.)
- The Windy (A pale yellow fairy-like woman with blonde hair falling forward into two long strands, the thicker parts being reminiscent of wings. Its powers, obviously, include a Mastery of Wind (Int.bonus, Create/Manipulate, Force Blast (2x damage, or Area effect 5), Accumulate Energy for greater effect, Combine with Close/Ranged Combat.)
- The Wood (A small mossy green and yellow wood nymph about 8 inches high. She has long green leaf-like hair with vines and wears tiara made of leaves. She can use Mastery of Plants/Trees (Create/Manipulate, Accumulate energy).
Copytouch Magic
-As Transform Self by Touch
Pactio: 15
(Int.bonus)
-Efficient
-Used by a Magician, or Magister Magi, onto a 'servant', or Minister Magi, to empower them according to their personality and grant them an artefact to fight with as a shield for the Magister.
-Pactio Process (A mediator for the contract must draw up a Magic Circle, usually for only two people at once, but some mediators can make larger magical circles. The Magister and soon-to-be Minister stand in the circle, where they make a ritual or vow, usually a kiss on the lips between the two, or a blood exchanging. In game terms, at this point, the Magister simply pays the partner's Durability in stones, and for a Duration on the D&R chart. A Pactio Card is then magically drawn to complete the process; the Magister keeps the Master copy, but he can make a Copy Card for the Minister to use. See Pactio Card below.)
-Pactio Activation (The user must be able to speak to state the invocation, and the partner(s) whose Pactio is to be activated have to be within close Proximity, within Area 2 around user. The user pays for the Durability of the strongest Minister whose Pactio is to be activated, AND for Duration for 1 stone/minute, or 2 panels; and then a globe of magic will appear, within which the Magister picks one card per Minister. This process is entirely random; the player or GM (GM's call) will roll a D6; 1-2 means a Suka card was picked, 3-4 is a Cosplay Card, and 5-6 is an Armor Card.)
-Suka Card (Transforms the Minister into a super-deformed, animal costume wearing, weakened version of themselves. Their Abilities are divided by 3, rounded up, their Actions and Modifiers take a -3 reduction to ANs and MNs, and they become small in size with the mind of a child. The Minister chooses the Animal costume upon first transformation and can't change it afterwards.)
-Cosplay Card (Transforms the Minister into a cool costume of some sort, usually granting some useful skill and/or Artefact with special powers, either of which can have useful abilities. Acts as a Metamorphosis (Only to acquire Skills or Useful Effects; Can't improve Abilities or Grant combat powers), and/or as direct stones to build the Artefact/costume with, as per the rules for Item creation in the Avengers guide. The Minister spends the stones as they want, and can't change them afterwards until a new Pactio is made.)
-Armor Card (Transforms the Minister into a powerful fighter with a special costume, usually with an Artefact/Weapon of some sort allowing them to fight and protect the Magister. They gain at least +2 to all Physical Abilities, and can use this action as Metamorphosis and/or as direct stones to build the artefact/weapon/costume with -with a +1 defense base - as per the item creation rules.)
-Pactio Card (Allows telepathic communication between the Magister and a Minister, and also between Ministers of the same Magister, regardless of distance. May also be used by the Magister to summon a Minister(s) to their location merely by paying for the strongest partner's Durability, from a max range of 10 km. Any objects helds/in contact with the Minister at the time is also brought along.)
-Power Transfer (If necessary, the Minister can use their Copy Card to draw power from the Magister with his permission, or to summon their artefact. Alternately, the Magister can use his Master Copy to summon a Minister's artefact.)
-Outfits Upload (A Minister can 'upload' up to this Action's (of their Magister, that is) AN of outfits in their Pactio Cards, and use it to instantly 'transform' into/put on said outfits. It essentially serves as a portable wardrobe.)
-Permanent Pactio (A Permanent Pactio is much more powerful than a regular one. One must be at least 18 years old to be able to create one, and the Pactio Process is the same, with two exceptions. One, the user does not pay for Duration; it is Permanent. Two, the Magister can automatically decide which Card to draw, and any stone played for Cosplay or Armor cards have their effects doubled into a particularly powerful Pactio. However, it is also widely believed that if a Permanent Pactio is established, no Probationary Pactio can be mainatained (GM's call). It is also said that Permanent Pactio Magisters and Ministers have a strong tendency to enter a non-platonic relationship between the users, and often end up marrying each other.)
-Pactio Limit (There is no known limit to how many probationary Pactios can be maintained; for game balance, however, let's assume that 3x the AN of this action is fair enough. While it is believed only 1 Permanent Pactio can be maintained, the truth is that it depends on the power of the Magister, and that 1 Permanent Pactio can be maintained for every 6 AN in this action.)
Alchemy: 10
(Int.bonus)
-Ability to create Final Fantasy usable items, such as Potions and Phoenix Downs
-Power Level = Item Cost/100 (except for Ether which are Item cost/200)
-May learn items above 10 Power Level at AN 10 for 1 LoE each.
-To create, spend stones in this action equal to the Creation Factor. Creation Factor is calculated by multiplying the Power Level of the item by the number of items one wishes to create at once.
-Known Items: PL 1: Potion, Antidote, Echo Screen, Eye Drop, Grenades; PL 2: Soft; PL 3: Hi-Potion, Phoenix Down, Krakka Greens; PL 4: Tental Greens; PL 5: Tent, Speed Drink; PL 6: Ink; PL 8: Dazers, Pashsana Greens; PL 9: Remedy; PL 10: Curiel Greens, Molotovs, Right Arms, Spider Webs.
Fortune telling: 9
(Int.bonus)
-Efficient
-Requires 1 panel of prep time and a flat surface to prepare the cards
-As Clairvoyance, Can perceive through time regardless of physical proximity, May only see the future
-Requires use of Sakura Cards
Thieving: 4
(Agl.bonus)
-Stealth
-Search room/area
-Escape artist
-Surveillance
General Knowledge: 6
(Int.bonus)
-Efficient
-Edelfelt/Tohsaka Families
-History and Geography
-Occult Lore
-The Mage's Association
-Myths and Legends
-Lancashire-style Martial Arts
Perform: 5
(Agl.bonus)
-Singing
-Dancing
-Violin
-Piano
-Showmanship
Iron Will: 2
Social Skills: 6
-Beautiful
-Noble
-Serious
-Charm
-Etiquette
-Magus
MODIFIERS
Power Level 5
-Power Level Regeneration
-Tireless 2
Magic Circuits +10
-Functions as both Energy Battery and Deep Reserves; via Magic Circuits
-Increased through her Magic Crest, see equipment
Card Master: 7
-Luvia is a powerful Master and very powerful user of Star Magic and Sakura Cards powers. As such, she can use as many Sakura Cards as this Modifier's MN in a single panel, using the Cardcaptor Action separately for each card, but still paying the energy for it. Regardless of how many she uses, it still counts as a single out of her two available actions per panel.
Rapid Regeneration
Reflexive Dodge +4
Toughness +4
-No 2x damage
Mental Defense +7
Magical Defense +9
Immunities
-Fire
Enhanced Vision 3
-See Auras and Magical forces, See into other dimensions, Sense Magic Circuits and Potential
Blue Magic
-Can learn enemy powers by allowing them to effect her directly
Doublecast
-This powerful ability allows Luvia to cast any two spells with a single casting, at the mere cost of losing a second action. For example, if she use a 10 stones Black Magic spell, she could cast another 10 stones Black Magic spell, or White Magic spell, or any other type of magic (as long as she can put the 10 stones in it in the first place), by losing one more action but without paying the stones for it.
Magus Replenishing Technique
-As a Magus, Luvia can perform the Magus Replenishment Technique (also known as Sexual intercourse) to help a Servant recover Prana and Mana in rather formidable quantity. Doing so will grant said Servant 1w of Health, replenish Energy to the max and remove any negative sitmods for fatigue.
Dragon Tongue
-Through her powers, Luvia has a natural gift for learning, and speaking, Dragon tongue in the form of powerful Shouts. When exposed to a new Dragon Word she doesn't know of (on a Dragon Word Wall, an ancient scrool, an old book, from a dragon, or whatever), all she needs is to spend an action, in order to learn it. She then unlocks it using an absorbed Dragon Soul, and gains it as one of her own powers. At the moment, Luvia has no dragon souls.
Wealth: 6
-Gains $1,000,000 per issue3month
-Currently has $13,000,000
CHALLENGES
-Psychological (-2; perfectionist. Luvia expects nothing but the best from herself and highly dislikes failing, or admitting her failures, although she will do so if it happens. She would hate to be unable to deal with a given situation, because in her eyes, she should be able to.)
-Psychological (-2; competitive. While this is mostly directed at Rin Tohsaka, Luvia tends to get fired up when someone competes with her for most any aspect. She loves to win... but at least, she is an honorable loser.)
-C.T.S.U.F.U (-3; despite her various flaws, Luvia is a very good person, willing to go out of her way to help people in need whenever possible.)
-Minority (-1; bisexual. Luvia is fairly open about who could win her heart, and tends to look more at the qualities of the person than their gender.)
-Love (-2; Luvia has fallen deeply in love with Wayne. She is protective of her boyfriend and wishes to please him as much as possible, mirroring the future she had perceived in her fortune telling.)
EQUIPMENT
-Currently worn: Blue and white elegant dress, along with white gloves
-Luvia's Magic Crest (Adds +5 to her Magic Circuits modifier, and +5 to any Magical actions, to the person implanted with it. Once created by an Anmora Edelfelt, an ancestor of Luvia's who traveled through dimensions through unknown means, it actually grants its wielder formidable magical powers from multiple Universes. A compatible host becomes able to wield any spell or magical power usable by Luvia and her predecessors.) It's more a modifier than a piece of equipment but it can be transferred to someone else via a complex and potentially dangerous procedure.)
-2 1/2 inches-silver slippers
-Sakura Cards
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STORY: Luviagelita 'Luvia' Edelfelt used to be Rin Tohsaka's rival at most anything, be it sports, academics, fighting... but when both girls received their respective Magic Crests, the golden haired beauty had the surprise of her life, from the sheer, immeasurable power contained within hers. Unbeknownst to most of her family, the Crest in question held the powers of one Anmora Edelfelt... an I.D.A.M.A who had traveled the Multiverse gaining magical powers left and right, ind implementing them in the Magic Crest, which Luvia now had within herself...and which she gained the ability to use on her own. It had made her instantly one of the most powerful Magi who ever lived, able to go toe-to-toe with most Dead Apostles Ancestors and live to tell the tale... if not kill them outrigt.
This unexpected change sort of undid her rivalry with Rin, as it was now a very unfair, one-sided rivalry, not worth pursuing in her eyes. Instead, they became very close friends, and Luvia supported Rin from behind the scenes during the fifth Holy Grail War, ensuring her friend would survive it at any cost.