Post by Gravedust on Feb 11, 2023 9:01:31 GMT -8
(Spellbooks are in the Rotes/spells section)
Animus Gem
If any unit dies while adjacent to the bearer, there is a chance they will gain 1 MP.
The bearer gains [1D6] Soul Tinge whenever this effect occurs.
Minor Arcstone
Sentinel Eye
Can be thrown up to 4 squares using an Action. From the position it was thrown to, the Eye will make a visibility check, removing the fog of war from all squares that are in LOS and within 3+[TIER*2] squares. (A hazy image from the Eye's POV will appear in the owner's mind if they close their eyes.) Unintelligent creatures will not be aggroed by the Eye, however Intelligent creatures may become suspicious if it is thrown near them.
After the round it was thrown, the Eye can be instantly recalled to the thrower's inventory by spending 1MP as a free action, out to a distance of 10+[tier*2] squares. It can also be picked up normally using an Action. The eye can also be dropped at the owner's position as a free action, instead of thrown.
On the round it was dropped or thrown or on any round while it remains on the map, it can be empowered using 1 MP and a free action, causing it to reveal any Invisible creatures in it's vision radius for that round.
Animus Gem
If any unit dies while adjacent to the bearer, there is a chance they will gain 1 MP.
The bearer gains [1D6] Soul Tinge whenever this effect occurs.
Minor Arcstone
Whenever the owner makes a melee attack, this item has a {50}% chance make a ranged attack at a random enemy within 4 squares of the bearer, causing an attack for [Bonus] as electrical damage.
Major Arcstone
Whenever the owner makes a melee attack, this item has a 30% chance to create an AOE:1 electrical attack centered on the user.
Whenever the owner makes a melee attack, this item has a 30% chance to create an AOE:1 electrical attack centered on the user.
This attack hits ALL Units including friendlies in the template except the wielder for [bonus] Electrical damage.
Hematite Torque
Use to reduce the Magnitude of all debuffs by [{tier}d10]. (Max tier 3)
Each time it is used there is a 10% chance this item is destroyed.
Hematite Torque
Use to reduce the Magnitude of all debuffs by [{tier}d10]. (Max tier 3)
Each time it is used there is a 10% chance this item is destroyed.
Wisp Locket
The wielder can summon a Wisp Familiar in an open adjacent square as a free action, costing no MP. The Wisp will always remain next to it's owner (as per Heel) and follows no other commands.
Spending 2 MP as a free action empowers the Wisp for 5 rounds. While empowered, it will perform a random action (or no action) depending on a roll on a random table, targeting a random friendly unit within 4 squares and in LOS, unless a different target is specified by the roll.
If the Wisp is killed the Wisp Locket is also destroyed. The Wisp can only be healed by it's owner, by spending MP as an action, restoring 3 HP per point of MP spent in this way. The Wisp does not block enemy movement, and is considered to be flying. The Wisp can be unsummoned by using an Action, causing it to return to the Locket and disappear from the combat map. The wisp can be healed while unsummoned. The first time the Wisp is summoned, the Locket becomes bound to the player and can no longer be used by others.
The wielder can summon a Wisp Familiar in an open adjacent square as a free action, costing no MP. The Wisp will always remain next to it's owner (as per Heel) and follows no other commands.
Spending 2 MP as a free action empowers the Wisp for 5 rounds. While empowered, it will perform a random action (or no action) depending on a roll on a random table, targeting a random friendly unit within 4 squares and in LOS, unless a different target is specified by the roll.
If the Wisp is killed the Wisp Locket is also destroyed. The Wisp can only be healed by it's owner, by spending MP as an action, restoring 3 HP per point of MP spent in this way. The Wisp does not block enemy movement, and is considered to be flying. The Wisp can be unsummoned by using an Action, causing it to return to the Locket and disappear from the combat map. The wisp can be healed while unsummoned. The first time the Wisp is summoned, the Locket becomes bound to the player and can no longer be used by others.
[01-04]: No action
[05]: Heals target for [1d4]+[Tier] HP
[06]: Add a 'Ward' buff that increases target's Armor by 1 for [1d4]+[Tier] rounds. This effect does not stack, but higher durations will overwrite lower ones.
[07]: Lightfoot, with a duration of 2 rounds.
[08]: Target gains 'sparking weapon' which a [1d2] bonus to attack rolls for [1d4]+[Tier] rounds to ranged and melee attacks. This effect does not stack, but higher durations will overwrite lower ones.
[09]: Attacks random enemy within 4 squares and in LOS for [1d10]+[Tier] damage.
[10]: Reduces the Magnitude of a random debuff by [Tier*2], or Duration by 1. If no debuffs exist on the targeted unit, use on the nearest debuffed friendly unit if one exists.
[05]: Heals target for [1d4]+[Tier] HP
[06]: Add a 'Ward' buff that increases target's Armor by 1 for [1d4]+[Tier] rounds. This effect does not stack, but higher durations will overwrite lower ones.
[07]: Lightfoot, with a duration of 2 rounds.
[08]: Target gains 'sparking weapon' which a [1d2] bonus to attack rolls for [1d4]+[Tier] rounds to ranged and melee attacks. This effect does not stack, but higher durations will overwrite lower ones.
[09]: Attacks random enemy within 4 squares and in LOS for [1d10]+[Tier] damage.
[10]: Reduces the Magnitude of a random debuff by [Tier*2], or Duration by 1. If no debuffs exist on the targeted unit, use on the nearest debuffed friendly unit if one exists.
[type] Codex
While in possession of this book, the bearer gains a +2 attack bonus versus all monsters of a Type that matches the Codex. (Beast, Humanoid, Aquatic, etc.) Using an action, the character can Read from the codex, giving all friendly characters within 8 squares and in LOS a +2 ATK bonus against that kind of creature for 4 rounds. Multiple readings of the same type of Codex do not stack. Codex bonuses do NOT stack with the Favored Foe Talent.
While in possession of this book, the bearer gains a +2 attack bonus versus all monsters of a Type that matches the Codex. (Beast, Humanoid, Aquatic, etc.) Using an action, the character can Read from the codex, giving all friendly characters within 8 squares and in LOS a +2 ATK bonus against that kind of creature for 4 rounds. Multiple readings of the same type of Codex do not stack. Codex bonuses do NOT stack with the Favored Foe Talent.
Talisman
Talismans add a bonus to Resilience while in the possession of a character.
Talismans add a bonus to Resilience while in the possession of a character.
While they are often associated with a particular deity, they do not require piety to be effective.
Sentinel Eye
Can be thrown up to 4 squares using an Action. From the position it was thrown to, the Eye will make a visibility check, removing the fog of war from all squares that are in LOS and within 3+[TIER*2] squares. (A hazy image from the Eye's POV will appear in the owner's mind if they close their eyes.) Unintelligent creatures will not be aggroed by the Eye, however Intelligent creatures may become suspicious if it is thrown near them.
After the round it was thrown, the Eye can be instantly recalled to the thrower's inventory by spending 1MP as a free action, out to a distance of 10+[tier*2] squares. It can also be picked up normally using an Action. The eye can also be dropped at the owner's position as a free action, instead of thrown.
On the round it was dropped or thrown or on any round while it remains on the map, it can be empowered using 1 MP and a free action, causing it to reveal any Invisible creatures in it's vision radius for that round.