Vitomancy Abilities

Aura Bolt
Action: Attack
Range: Short, Medium (see text)
Effect: The character is able to use life energies to damage his foes. Aura bolt can be used as a Moxie-based +4 Accuracy 16 Damage Life-based attack against a single target in Medium range, or can be used as a 16 Damage Life-based attack against all enemy targets within Short range. Aura Bolt can never harm the character's allies.

Beast Form
Action: Move
Range: Self
Effect: Drawing upon the power of the wild, the character shifts themself into a ferocious animal of their choice. While in Beast forum the character can only use abilities based off of normal weapon attacks, and is unable to use equipment (but can still speak). The character gains a +4m bonus to movement speed, and a +2 Accuracy 20 damage Life-based natural attack (claws, teeth, or similiar).

Blinding Flash
Action: Attack or Move (Channeled)
Range: Medium or Short
Effect: Blinding Flash can be used as a Medium range beam against one target with an attack action, or a radiant aura as a Channeled Move action. If used as an attack action, the character makes a Moxie based +2 accuracy 14 damage Life attack against one target. This attack deals no damage, but the target is blind, suffering a -4 penalty to accuracy, for one round per wound that would have been dealt. If used as a radiant aura, any ranged attacks made against creatures within Short range of character suffer a -2 penalty to accuracy.

Healer's Touch
Requirements: Any 3 other Vitomancy abilities
Action: Attack
Range: Melee
Effect: Mastering Vitomancy magic, the character is able to heal and lessen the wounds of others. Healer's Touch can either be used to place a protective shield around a target that grants him a +2 bonus on his next soak roll, or remove 2 wounds from the target. Healer's Touch cannot reduce a target's wounds below 5.

Light's Guard
Action: Attack
Range: Short
Effect: Light's Guard can be used in two ways - to damage or knockback. In either case, Light's Guard effects all enemies within Short range of the character, and any who attempt to attack the character before his next turn. All within the area suffer a Moxie-based 18 damage Life-attack. If Light's Guard is used to damage, wounds are dealt normally. If it's used to knock foes back, no wounds are dealt, but any opponent that wound have suffered at least one wound is forcibly ejected out of the spell's area.

Venomous Touch
Action: Attack
Range: Melee
Effect: With a poisonous grasp, the character magically injects virulent toxins into his foe's blood. The character makes a Moxie-based +2 Accuracy 21 damage Life attack against the target. Unlike normal attacks, the wounds are not dealt immediately. For every wound that would be dealt, the suffer gains one round of duration of Venomous Touch. After the end of his rounds, the target suffers 1 wound, and the duration decreases by one.

Vine Whip
Action: Free
Range: Self
Effect: The character conjures up a magical whip made of thorny vines that he can wield in melee. Vine Whip is a 18 damage weapon that deals Life damage. Using Vine Whip in two hands gives the character a +1 bonus to Accuracy and Damage. The character may make Strength based or Moxie based attacks with Vine Whip, and treats it as a normal weapon. If the Vine Whip deals wounds to a creature, the creature suffers a -1 penalty to Damage for a number of rounds equal to the wounds dealt. If the creature suffers multiple attacks, the duration is cumulative but the penalty is not. If the Vine Whip leaves the character's grasp, it immediately decomposes.

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