Post by Manah on Jul 8, 2018 7:54:32 GMT -5
NEW ACTIONS
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. As Jaycen the Grey, Jessie holds much power over the purest and noblest of magic, Wizardry.
-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.
(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. As Jaycen the Grey, Jessie holds much power over the purest and noblest of magic, Wizardry.
-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.)
Wraith Symbiosis: 10
(Int.bonus)
-Efficient
-Jessica's body is shared with the Wraith of Celebrimbor, the Ring-Maker and ancient, powerful Elf-King of Eregion in the Second Age.
-Wraith-World Walking (May enter the Wraith-World for up to AN panels at once, before returning to the Normal world for half of that Duration in order to use it again. Makes her Invisible to the living and a wraith to spirits or appropriate Enhanced Vision. Can also fight phase-shifted/incorporeal opponents as though they were solid.)
-Wraith Senses (As Enhanced Vision, but as an action; See in Darkness, Sense Lifeforms, See auras and magical forces, Sense worst fears, See/Sense spirits of the dead)
-Shadow Strike (As Teleportation at half this action's AN, rounded up; Combines with an attack in addition to movement)
-Mastery of Fire (Create/Manipulate, Force Blast [2x damage, Sets flammable objects on fire, OR Atk VS Agility+Magical Defense to bind the victim's feet to the ground], Combine with Close/Ranged Combat)
-Fear (As the action, Area effect 3 around user if appropriate)
-Dominate Orcs/Goblins/Uruks (As Telepathy; Telepathic communication, Project thoughts/control others, Mental bolts, Illusions, Generate pain by touch; Requires physical contact, needs not maintain - lasts until the victims are killed or user attempts to control others over her total; user may hold power over up to AN victims at once. Works against Orcs/Goblins/Uruks only.)
-Wraith Weapons (3 stones to activate, 1 to maintain; each +2 over it add +1 to the weapon modifier; makes one's weapon capable of hitting phase shifted/incorporeal targets such as spirits, and 2x damage on any foe. If weapon already 2x damage, Wpn.mod is increased by +1 instead.)
-Celebrimbor can manifest himself and communicate/interact on his own in a ghostly form
-Wraith Form (As Phase shift at AN or as a Force Field which can only be used half this Action's AN panels in a row, rounded up, before not using for as many panels.)
-Energy Drain (Improved, Range 1.)
-Telekinesis (Up to half this action's AN, rounded up; Int.bonus and Wpn.modifer, Range of 2 maximum. Represents Celebrimbor affecting his environment.)
-Slow Time (Pay for Effect and Duration in panels up to half this action's AN, rounded up; effect stones are added to any action where time matters, including combat actions. Duration is how many 'virtual panels' the user has at their disposal to do as they please in 1 actual panel. Doesn't lower victim's defenses and is usable one time per hour.)
-Create Illusions (Of shadows, fears or ghostly apparitions)
-Repair minds/Heal spirit (As Magical Healing, only for mental damage on the living, or physical and mental damage on spirits.)
-Ventriloquism (Celebrimbor's voice only)
-Celebrimbor's Knowledge (General Knowledge of 10 [Int.bonus, Efficient; Eregion, The Second Age; Elves, Dwarves and Men; The Rings of Power, Middle Earth, The Wise, The Servants of Sauron, Occult lore, Elven Songs, Wraiths and spirits], Crafting of 9 [As Technology, but "limited" to crafting/repairing/performing maintenance of wondrous items of elven lore and power from the First and Second Age] and Enchantment of 9 [As Inventing, but for Magical Items and enchanting existing objects instead of advanced technology. May even forge Greater Rings of Power, and perform his Enchantments five times faster than normal with no other help than his own skill]. Also, Celebrimbor speaks, reads and understand fluently all the Elvish languages Quenya, Telerin, Sindarin and Nandorin, making this precious knowledge available to the host as well.)
(Int.bonus)
-Efficient
-Jessica's body is shared with the Wraith of Celebrimbor, the Ring-Maker and ancient, powerful Elf-King of Eregion in the Second Age.
-Wraith-World Walking (May enter the Wraith-World for up to AN panels at once, before returning to the Normal world for half of that Duration in order to use it again. Makes her Invisible to the living and a wraith to spirits or appropriate Enhanced Vision. Can also fight phase-shifted/incorporeal opponents as though they were solid.)
-Wraith Senses (As Enhanced Vision, but as an action; See in Darkness, Sense Lifeforms, See auras and magical forces, Sense worst fears, See/Sense spirits of the dead)
-Shadow Strike (As Teleportation at half this action's AN, rounded up; Combines with an attack in addition to movement)
-Mastery of Fire (Create/Manipulate, Force Blast [2x damage, Sets flammable objects on fire, OR Atk VS Agility+Magical Defense to bind the victim's feet to the ground], Combine with Close/Ranged Combat)
-Fear (As the action, Area effect 3 around user if appropriate)
-Dominate Orcs/Goblins/Uruks (As Telepathy; Telepathic communication, Project thoughts/control others, Mental bolts, Illusions, Generate pain by touch; Requires physical contact, needs not maintain - lasts until the victims are killed or user attempts to control others over her total; user may hold power over up to AN victims at once. Works against Orcs/Goblins/Uruks only.)
-Wraith Weapons (3 stones to activate, 1 to maintain; each +2 over it add +1 to the weapon modifier; makes one's weapon capable of hitting phase shifted/incorporeal targets such as spirits, and 2x damage on any foe. If weapon already 2x damage, Wpn.mod is increased by +1 instead.)
-Celebrimbor can manifest himself and communicate/interact on his own in a ghostly form
-Wraith Form (As Phase shift at AN or as a Force Field which can only be used half this Action's AN panels in a row, rounded up, before not using for as many panels.)
-Energy Drain (Improved, Range 1.)
-Telekinesis (Up to half this action's AN, rounded up; Int.bonus and Wpn.modifer, Range of 2 maximum. Represents Celebrimbor affecting his environment.)
-Slow Time (Pay for Effect and Duration in panels up to half this action's AN, rounded up; effect stones are added to any action where time matters, including combat actions. Duration is how many 'virtual panels' the user has at their disposal to do as they please in 1 actual panel. Doesn't lower victim's defenses and is usable one time per hour.)
-Create Illusions (Of shadows, fears or ghostly apparitions)
-Repair minds/Heal spirit (As Magical Healing, only for mental damage on the living, or physical and mental damage on spirits.)
-Ventriloquism (Celebrimbor's voice only)
-Celebrimbor's Knowledge (General Knowledge of 10 [Int.bonus, Efficient; Eregion, The Second Age; Elves, Dwarves and Men; The Rings of Power, Middle Earth, The Wise, The Servants of Sauron, Occult lore, Elven Songs, Wraiths and spirits], Crafting of 9 [As Technology, but "limited" to crafting/repairing/performing maintenance of wondrous items of elven lore and power from the First and Second Age] and Enchantment of 9 [As Inventing, but for Magical Items and enchanting existing objects instead of advanced technology. May even forge Greater Rings of Power, and perform his Enchantments five times faster than normal with no other help than his own skill]. Also, Celebrimbor speaks, reads and understand fluently all the Elvish languages Quenya, Telerin, Sindarin and Nandorin, making this precious knowledge available to the host as well.)