Abilities of GFs and Accessories



Index
Anti-Magic   Armor   Autoitem   Autolife   Autosupportspell   Bounty   Break Bonds   Break Dam Limit   Break Hp Limit   Break Mana Limit  
Burrowing   Buzo   Card   Card Refine   Chi Sense   Clairvoyance   Counter   Cover   Crafting   Crushing  
Cult of Per.   Danger Sense   Darkness   Demi-Life   Devour   Doom   Doublecast   Elementeater   Elementproof   Elementward  
Elemental Attack   Elemental Defense   Evade & Counter   Expend 2-1   Expend 3-1   Extra-Terrestrial   Final Attack   Firewalker   Fox's Retreat   Friendship  
Generalist   Glider   Gravity-Life   Haggle   Heal Force   Hover   Hp Bonus   Hp Stroll   Iceblood   Item Refine  
Item Upgrade   Initiative   JoAT   Joker   Lancet   Lightbringer   L-Range Magic   L-Range Summon   Magic Boost   Magic Counter  
Magic Null   Mana Bonus   Med Range Magic   Med Range Summon   Mer-Transform   Mime   Moving Dream   Mp Stroll   Multi Magic   Nullelement  
Peircing   Poetic Soul   Omen   Omnimagic   Quick Hit   Rage   Ranged   Restore   Revive   Scrying Stone  
Short Out   Slow Petrify   SOS Spell   Spell   Spellpool   Spellspring   Spirit Armor   Spring Rain   Status Attack   Status Defense  
Statusproof   Statusstrike   Statustouch   Statusward   Summon Boost   Thief's Eye   Tireless Travel   Trackless Step   Treatment   Type Magic Refine  
Unlock   Wall of Ice   Woe  




For these abilities, if no shot cost is given, and the ability requires activation, assume a 4 shot cost.


Anti-Magic: This item property seals the user from using magic of any kind. It can be specific to the wearer of an item, or it can be extended in a field. To date, no one has been able to extend a field into an unconstrained area. In other words, an outside area cannot be blanketed with Anti-Magic. The area must be completely enclosed by walls, or at least be surrounded by equipment. This ability is not as difficult to produce as it might seem. It only stops the generation of magic from inside it's area, shutting magic down before it can get started. Magical forces that come from the outside, that have already manifested, can persist inside an Anti-Magic area. Thus, someone sealed away from using magic can still be attacked by it. The prohibition against using magic includes techniques and powers that use mana, but not more innate things like Limit Breaks.

Armor: This ability grants an increase in Toughness that counts as armor. I.E., it is ignored by the Peircing ability. Armor will always be followed by a number indicating the increase in Toughness, i.e. Armor 5 means that the character or monster gains +5 to Toughness, except against Peircing attacks.

Autoitem: Whenever the character is damaged, or inflicted with a status effect, or otherwise experiances a condition that can be improved by an item, they automaticaly respond by using the appropriate item at no shot cost. This ability does consume the character's item stocks, and does not function if there are no items to consume. Certain status effects, like Break, Stop, and KO will also prevent the character from using this ability. This ability will be specific to a particular item, like Autopotion, or to a type of item, like Automedicine, or Autotreatment.

Autolife: When a character with this benificial status drops to KO, they are automaticaly revived by a Life spell so that they can continue fighting. Being KOd and revived has a 1 Shot Cost, in other words, the character's next action is delayed by one shot. Once revived, the character is out of Autolife status, and must have an ability that grants the power used on them again. In general, items or GFs that grant this ability will put the character in Autolife status at the beginning of each battle, and not restore that status after the Autolife has been used up. Some GFs will provide this as a castable ability however, and that will be indicated if it is the case, otherwise, assume that it's simply a standard Autolife ability.

Autosupportspell: A variety of spells, including but not limited to Haste, Reflect, Shell, and Protect can be automaticaly activated at the beginning of a battle by this kind of ability. These spells generaly last for the entire combat, they do not have a duration that expires. Essentialy, this ability represents a particular benificial status that will always be on the character in combat. The spell in question will be specificaly named, for instance, Autoregen puts the user permenantly in the Regen status.

Bounty: This power is exactly the same as the Thief Gambling Technique 'Item Reels'. It is essentialy a fate magic that calls forth a very random item, and uses it on the battle area. This item if curative will usualy be used on the party, and if damaging will usualy be used on the enemies. However, there is a small but real chance of getting a bad result. The list of items that could possibly appear is extremely large, and is not detailed here.

Break Bonds: A character with this ability can eventualy escape most forms of confinement. While actual prisons may be too much for this ability, some judicious Strength or Dexterity rolls will allow him to wiggle or break free of most handcuffs, ropes, zip-ties, and other such impediments to freedom. The difficulty of the roll depends on the sophistication and durability of the restraints.

Break Damage Limit: This powerful ability allows attacks to become truely unlimited in their damage potential. In general, there's a sheer limit to the amount of power than any person can put behind a single blow or magical spell, no matter how powerful. People simply have limits. This ability breaks that barrier, allowing single attacks to do 1,000 hitpoints of damage or more! Note that the damage limit does not prevent multi-hit spells or techniques from going over 1,000 total, the limit applies to single hits only.

Break Hitpoint Limit: Most humans, and even monsters, have an upper limit to the total amount of life energy they can cram into their own bodies, fancy hitpoint bonuses and powerful Constitution junctions notwithstanding. This ability shatters those limits, allowing the construction of a potentialy unlimited "mobeius" lifeforce. Characters or monsters with this ability can have hitpoints that exceed 500 points, crossing over into the realm of thousands without further limit.

Break Mana Limit: Mortal minds are finite, and limited, just as mortal bodies are. This ability allows for infinate extradimensional storage space for magical energy. Once a character or monster posesses this ability, the maximum mana limit of 256 mana is lifted.

Burrow: This ability allows the character or monster to burrow through the earth as if it were water. The user of this ability need not worry about air, though food, water, and rest are certainly considerations after enough time. In general, earth, sand, and some tundra or shale can be burrowed through, but hard rock and exceptionaly hard soils may require rolls, or may simply be impassable. The creature or character moves at his normal Move rate while burrowing.

Buzo: Pronounced, "Bue-tho", this ability is the Gypsy power to fleece the stupid, or even the somewhat unwary. Essentialy, it allows the character to pull off a scam that will get a great deal of money out of some unfortunate person. The user of this ability rolls Charisma + 10, and compares this roll to the targets Deciet AV. If it succeeds, the target is fooled and gives up his or her money. The amount gained depends on the wealth of the person being fleeced, and the success of the roll. Coming up with a particularly good sceme can enhance the power as well. Usual ammounts to steal from someone with this power range from 20% to 50% of the target's total wealth. Certain thief and gypsy groups will welcome someone who has a reputation for pulling off a particularly elegant Buzo.

Card: Though Triple Triad cards can be produced by particularly gifted artists, certain Guardian Forces have the ability to transform a hapless monster into a card. Not every monster can be so transformed, but the vast majority of them can. This power must be used on a weakened monster, and the user rolls Sorcery to make the attack. If it succeeds, by beating the higher of the creature's Spirit or Magic Evade, then the creature becomes a card. If not, nothing happens other than a nice light show. Creatures recieve a bonus to their resistance to this power based on how healthy they are, it will be nearly impossible to use this power on a monster that has full hitpoints, unless the user is an extremely accomplished mage.

Card Refine: The process that 'seals' a Triple Triad card and makes it impervious to damage, and authenticates it so that it becomes tournemant legal also imbues it with certain magical essences. Some GFs can refine these cards down into useful items that can yield medicines, components for weapon upgrades or accessory crafting, or even spellshards. Every true Triple Triad card can be refined in this manner, fakes will not possess the right kind of magic. Once a card has been refined it is gone forever, unless another of the same kind can be made somehow.

Chi Sense: This ability grants the user an extra sense when used, allowing the detection of nearby living beings. With a simple Awareness roll of 5 or better, the user can determine if there are any living creatures nearby, that is, within 10x the Awareness AV of the user. For every additional 5 points on the roll, the user can choose to add one of the following bits of information: The Number of Creatures, Their General Direction, Their General Dispostion, Distinguish between Humans, Animals, and Monsters (Lunars), Include the Undead in the Chi-Sense. To sense ALL of these things at once requires a roll of 30, so few are capable of getting such detailed information at first blush. Using Chi-Sense takes 1 full minute for the first use, and 5 minutes for each use thereafter, thus, it is best suited to a slow and sneaky intrusion that features the user of this power making their way in very carefully and slowly, building a mental map of every nearby creature. Of course, it's also useful to get a simple roll of say, 10, and know that yes, there is something nearby, and it is A: Lunar, or B: Undead.

Clairvoyance: The power of far-sight. This ability allows the user to scan areas not normally visible to normal sight. The distance away one can look is the user's Sorcery AV in miles if there are no physical obstructions between the target and the user, or the user's Sorcery AV in yards if the line of sight is blocked. Either way, it's a very useful power for information gathering. The scene appears directly in the users head, and is not visible to bystanders, nor can it be recorded by any currently known recording device. Of course, it's possible the Odine labs have a solution to this, but if they do, it's not something that has been released to the general public.

Counter: When physicaly struck in melee combat, a character with this ability can immediately make a Martial Arts, Weapon Focus, or Guns attack against the creature or person that struck her at zero shot cost.

Cover: When this ability is used, any physical attack that strikes an ally of the user in melee combat is instead mysticaly transferred to the covering character. The Dodge rating of the character struck is used normally, but the covering character uses his own Toughness to determine damage, including any interactions between Peircing and Armor effects.

Crafting: Smith-like GFs, or simply more artistic ones may possess the power to create custom weapons and accessories, without recourse to a Junk Shop or Gearhead. The user must have all of the nessisary components at hand, and makes a Sorcery roll at difficulty 10. If the roll succeeds, the item is created. If it fails, consumeable components, i.e. highly magicaly charged stones and monster parts, are consumed. On a critical failure, all the components are destroyed. On a critical success, the item may gain an extra ability, at the GM's discretion.

Crushing: This ability is the more powerful version of Peircing attacks. Crushing attacks not only ignore Armor, and Spirit Armor, but they ignore Toughness and Spirit as well. Crushing attacks apply their full damage directly, without checking for damage resistance at all.

Cult of Personality: A person imbued with this power becomes much more fascinating to other people, his or her charisma is improved, but only when he or she actively uses it. The recipient of this ability gains +3 to all Charisma based rolls, and will be more likely to be remembered by the people who witness his or her acts of leadership, intimidation, seduction, etc.

Danger Sense: The character with this ability junctioned or in an accessory will feel a warning sensation moments before some kind of danger, allowing time to react when there would normally be none. This can sometimes avert the danger entirely, or at least reduce it's impact. If Danger Sense warns of an ambush, the character with this ability gains +5 to his initiative on the first round.

Darkness: This powerful but foolhardy attack consumes the user's Constitution in Hitpoints every time it is used, but the base damage of a physical attack is doubled, and made Omnimagical and Ranged. That is to say, it hits all foes in the immediate battle area, in the form of a sweeping wave of black and red energy. The damage remains physical, and is resisted by toughness.

Demi-Life: This ability, almost always possessed by a Darkness oriented GF, makes the user and a small group of allies occasionaly flicker into a phased out state, making them momentarily vanish, and interrupting any tracks they may be making. This greatly reduces the chance that the party will encounter monsters that they are not specificaly seeking, making long distance foot travel a little safer. It does not occur often enough to be of use in boosting Intrusion rolls.

Devour: This disgusting ability would only be granted by the darkest and most grim of GFs, but it can be very potent. When a monster is weakened, as per the Card ability, the user can crush the monster down to a bloody magical essence, and consume that mixture. This can refresh the character's hitpoints, mana, or give a temporary boost to attributes. Certain really potent monsters may even permenantly increase attributes when they are consumed. This is among the most rare of GF abilities.

Doom: This ability simply puts one enemy in the Doom status, unless they are immune to that status. In three rounds, if the enemy has not already been killed, it drops instantly to KO, even if it is immune to the Death status.

Doublecast: This increadibly potent ability essentialy puts the user in permenant Double status, though the second spell cast must be the same as the first. The two spells can have different targets however. As with the Double spell, the mana cost of the spell must be paid twice, once for each casting. There is no shot cost increase beyond the standard for whatever spell the user is casting.

Elementeater: This ability will always refer to a particular magical element, such as Eartheater. The character absorbs all damage from the indicated element, without checking for spirit resistance. In other words, the character is healed by the total damage of the spell in question.

Elementproof: As with Elementeater, this refers to a specific element. The character ignores all magical damage from the selected element, simply taking zero damage from any such attack. Note that some spells that do a specific kind of damage may be able to inflict a status effect, even if the character is immune to the elemental damage.

Elementward: Once again, this ability refers to a specific element. Characters imbued with an Elementward gain 1/2 their spirit, rounded up, to resist the element in question. So a character with a Spirit of 7, imbued with Fireward, would have an effective Spirit of 11 when resisting Fire elemental damage.

Elemental Attack: This ability simply allows a character to junction elemental magic to a physical or ranged attack. The effects of doing so are listed under each individual spell description. Monsters with this ability either add elemental damage to a physical attack, or, more commonly, have a physical attack that does magical elemental damage instead of physical damage.

Elemental Defense: This ability allows a character to junction magic to her Elemental defense. As above, the effects of this ability are listed under the various spell descriptions. If the ability simply reads, "Elemental Defense" then only one spell can be junctioned. If multiple spells can be junctioned, the ability will be followed by x #, so an ability that allows a character to junction 4 spells to elemental defense will be listed as Elemental Defense x 4. Monsters with Elemental defenses simply have a boosted Spirit score against particular elements.

Evade &Counter: When an attack would have hit a character with this ability that is not actively dodging, but the attack would have missed had the character been actively dodging, the character evades the attack, and may immediately counter, as per the Counter ability. An attack that would fail to hit if the character was dodging is one where the Action Result is equal to the defending character's dodge, or 1 or 2 points above it. The Evade & Counter ability also allows a regular Counter as per that ability, even if the attack is well targeted enough to prevent evasion.
Example: A character with a dodge rating of 17 is attacked. If the attack roll is 16 or less, it simply misses. If it is 20 or more, it hits and the character may counter as per a normal Counter. If the attack is 17-19, the character evades the blow and may immedately counter at no shot cost.

Expend 2-1: A favorite of mages everywhere, this spell allows the user to cast a doubled spell, be it through Doublecast or using the Double spell, but only pay the mana cost for a single casting. It has no effect whatsoever on someone casting three spells via Triple, in such a case the person must still pay triple the mana cost.

Expend 3-1: This ability is one of the best mana savers out there. When casting a doubled or tripled spell, the caster may simply pay the mana cost for a single version of the spell in question. If for some reason the caster is casting several different spells, the cost for the spell with the highest mana cost is paid.

Extra Terrestrial: This ability grants the user the ability to survive in a hostile environment, in this case, the airless void of space. No space suit would be nessisary, though the power does not compensate for a lack of food and water over an extended period.

Final Attack: When a character or monster with this ability is brought to KO or killed, they may execute one final attack, presuming they still have the mana or any other cost nessisary for executing it. The attack takes place on the shot the character is killed, and if the attack revives the character, the shot cost for the ability used must be paid normally. When this ability is selected, it must be linked to a specific ability, power, or spell. In some cases, the mechanisim by which the character recives Final Attack may dictate which powers or abilities can be used, in other cases, anything may be chosen. Either way, the ability cannot be chosen or changed when the character reaches KO, it can only be changed before that time. Changing the effect of a Final Attack in the midst of combat is a 6 shot action.

Firewalker: This ability grants total immunity to non-magical fire, up to extremely hot man-made fires like kilns, but not increadibly hot fires like molten metal, or lava. Non-magical flamethrowers will be incapable of harming the user.

Fox's Retreat: This useful ability makes all the user's dodges increase his dodge rating by 5 points instead of 3, with no increase in shot cost.

Friendship: This ability represents some kind of affinity with the playful but fierce moombas. When used, a Spirit Moomba appears and attacks a designated target in a flurry of raging claw attacks. The damage done is dependant on how good of a friend the user is of moombas.

Generalist: This potent ability is really a meta-ability, it takes up no slots. It allows a character to use 7 abilities, instead of the standard 4.

Glider: A character with this power takes only half of any falling damage.

Gravity-Life: As with Demi-Life, this power is granted usualy by gravity or darkness GFs. It bends gravity and dimensions around the user and a few allies, making them nearly constantly phase in and out of reality. This makes the chance of being surprised or tracked by monsters close to nil. It also grants a +5 on all Intrusion rolls when used, though it will trip some magical sensors.

Haggle: This power gives a character a bonus to any attempt to haggle over the cost of goods and services. The result will either simply be more favorable, or, if rolls are being made, the character gains a +5 to any rolls.

Heal Force: This power heals everyone in the battle area, friend or foe, for 75 hitpoints.

Hover: Using this ability puts a character in Float status for the rest of the battle, or for 10 minutes. The duration can be ended early with the Dispell spell.

Hp Bonus: This ability will be listed with either a hard number or a percentage off to the side. In the first case, it increases the user's maximum hitpoints by the number in question. The percentage is a simple percentage increase. Someone with 30 hitpoints who recives Hp Bonus +5 would have 35 hitpoints. Someone with the same max hitpoints that recives Hp Bonus 20% would have their maximum raised to 36.

Hp Stroll: This power substantialy increases the rate of natural healing for the user, allowing her to regain her Constitution in hitpoints every hour, regardless of the activity the user is engaging in.

Iceblood: This ability makes the user immune to all effects of natural cold, including discomfort, frostbite, and other negative effects, regardless of the amount of clothing worn. It does not protect against the cold of space.

Item Refine: A specific class of items will be refined out of more crude monster parts with this ability. For example, some abilities of this type might be Medicine Refine, or Status Medicine Refine. The items being refined are consumed in the use of this ability.

Item Upgrade:Medicine, Tools, and other items can often be upgraded to a more potent form. This ability will be specific to one class of items, and always takes multiple copies of the weaker items, refining them into a single stronger item.

Initiative:Characters or monsters with this simple but powerful ability will always act at the beginning of a combat round. After initiative is rolled, if the character with Initiative does not have the highest Init in the combat round, her first shot is set to whatever the highest shot is.

Jack of all Trades: This coveted power allows a character to use a full 10 abilities, instead of the standard 4.

Joker: This dangerous power randomly selects a single combatant, and inflicts Death on them, dropping them to KO. Both friend and foe are possible targets.

Lancet: The character summons a burst of magic out of the target, damaging it and draining mana. The user gains back the same amount of life and mana that was drained out of the target. Creatures and characters immune to the Drain status are immune to this spell as well. Lancet drains double the caster's Vis in hitpoints, and Mana equal to the Caster's Vis.

Lightbringer: This ability requires a touch, and instantly removes the Blind status from anyone suffering it. It has a 3 shot cost.

Long Range Magic: This power extends a mage's ability to cast magic far beyond it's usual range, to anything the mage can see, regardless of distance. Like Long Range Summon, this power's exception starts at orbit. Mages on the ground cannot strike at orbital targets.

Long Range Summon: Possesed by the greatest of GFs, this power enables a summoned GF to hit anything the summoner can see, regardless of distance, almost. The GF cannot actualy hit objects in orbit, if the summoner is on the ground.

Magic Boost: Expensive but useful, this ability increases the damage of all spells by 1/2, rounded up, but doubles the mana cost.

Magic Counter: When attacked by a targeted, i.e. non-Omnimagical magic attack, the character may immediately make a Sorcery Roll and counter with a 4 Shot Spell of her choice, at zero shot cost. Mana cost is paid normally.

Magic Null: This powerful ability nulls all magic in a specified area, usualy the body of a person, but in very rare cases an entire room. Unlike Anti-Magic, Magic Null completely forbids the weaving of magic, be it from inside the null or outside. No magic of any kind occurs within a Magic Nulled area, and persons who have been Magic Nulled can neither cast magic, nor experiance it. The Skills of Sorcery and Awareness are useless inside a Magic Null, no Limit Breaks can be used, and no abilities of any kind that require mana operate.

Mp Bonus: As with Hp Bonus, this will be expressed as a number or a percentage, adding to the user's maximum mana.

Medium Range Magic: This power allows the mage to hit more distant targets with magic, targeting creatures or persons that are up to ten times his Sorcery AV in yards distant. The mage must still have line of sight with the targets.

Medium Range Summon: This power allows GFs to hit targets signifigantly farther away from the summoner than is normal, targeting things up to a half mile distant. The summoner must still have a line of sight with the targets.

Mer-Transformation: A transformation that allows the user to live quite comfortably in water, with a minimum amount of shape-shifting. The character will be able to breathe water via subtly placed gills, and will have webbed hands and feet, that still allow for some finger articulation. This power lasts as long as the user wants it to.

Mime: The most powerful of abilities... in certain circumstances. Mime copies the last technique, spell, or power used, though it does not copy Limit Breaks or summons. Mime does not cost any mana, and has only a 4 shot cost, regardless of the cost of the ability it is copying.

Moving Dream: With this power, a character is far more tuned to hidden magical springs and draw points, and will not miss anything that is not deliberately hidden. Even then it's possible that the character may see the magic.

Mp Stroll:The character's mana recovery rate greatly increases, returning at double the resting rate, regardless of activity.

Multi Magic X: A character with this ability can hit multiple targets with a single spell. Alternately, some spells may possess this ability. The X determines how many separate targets within normal range can be hit, for instance, Multi Magic 3 denotes a spell that hits up to three targets. In the case of attacks that have this ability, the targets must often be grouped close together, but this is not always the case.

Nullelement: A Nullelement spell or ability creates a special protective field or shield around a character that utterly nullifies the next magical attack of the appropriate element. Once it has provided this protection, the Null field ends, and must be recast if the protection is still desired. Null elements will be described as Shock, Blaze, Frost, Wave, Breeze, Rock, Venom, Gloom, and Pure. They nullify the elements of Lightning, Fire, Ice, Water, Wind, Earth, Poison, Darkness, and Holy respectively.

Omen: A mysterious ability, this power gives the user prophetic visions, in the form of waking visions, mysterious clues, or dreams, it is not predictable in any way. It also does not have to be slotted as an ability. Once learned, it is a permenant feature of the GF junction.

Omnimagic: This power greatly expands the power of a magical spell. ALL targets within range are elegable for being hit by the spell. Usualy, the caster can pick and choose among the avaliable targets, excluding those he wishes to spare, but that is not always the case. In the case of a spell boosted to Long Range by Long Range Magic, Omnimagic can only hit all targets within 10 x the Sorcery AV of the caster from some center point that is chosen. No dousing an entire continent in magic.
Example: If you're standing on a mountain, overlooking most of a continent, and you have both Long Range Magic and Omnimagic, you can cast anywhere you can see, but the spell will only hit things within 10x your Sorcery AV of your central targeting point.

Peircing: Attacks with this ability ignore extra armor, be it physical armor, or protection granted via the Armor or Spirit Armor ability, thus greately reducing the spirit or toughness of especially difficult to hurt creatures.

Poetic Soul: This constant ability grants the user a +2 on all artistic ability rolls.

Quick Hit: A great ability for characters who like to physicaly attack, this power reduces the shot cost of standard physical attacks from 4 to 2.

Rage: This power puts the user in a state of Berserk for the rest of the combat round or 10 shots, whichever is longer, and has only a 1 shot cost.

Ranged: This ability transfers a physical attack into a projected arc of force that hits a target at range, even if the original attack was melee. All aspects and abilities of the attack are transfered, along with normal damage, just as if the character had been close enough to hit in the usual way. Ranged can project an attack up to 100 feet or so.

Restore: An ability granted by certain extremely powerful healing GFs, this ability casts Full Cure on one ally or the user, at no mana cost.

Revive: Another potent healing GF ability, this power casts Full Life on a KO'd ally at no mana cost.

Scrying Stone: An odd little ability that has two uses. In the first, it can imbue a stone with magic, linking it to the GF. The stone should be small, pebble sized. The second use is to cast the user's sight through that stone, no matter how far away it may be. Only 3 stones may be maintained at any one time.

Short Out: Attacks with the Short Out ability destroy the Shell, Protect, and Reflect positive status effects on the target when they hit, ignoring any benifit those powers might give as well as dispelling them. In general, Short Out is a junctionable ability that enhances a single attack or class of attacks the user possesses. For instance, the GF Ramuh provides Short Out to Thunder, Thundara, and Thundaga spells the user casts, as well as his own Summon attack, when the Short Out ability is junctioned.

Slow Petrify: This power, when cast, begins to turn the target grey, assuming it is not immune to the slow petrify status. At the end of three rounds, the target is turned to stone as per the Break spell, even if it is immune to Break.

SOS Spell: When the user of this ability reaches hitpoints equal to his Body or Constitution, whichever is higher, the named spell activates automaticaly, at zero shot and mana cost.

Spell: Many times, an item will simply give the user access to a spell that he or she does not normally possess. In this case, the mana cost for the spell is paid normally, and the spell is cast using the user's Sorcery AV. This ability simply grants access to magical knowlege. Note that Spell Matricies do not have this ability, they provide Spellshards, and the GF's provide casting ability. The Spell ability is a very expensive one to imbue an item with, and any particular item can usualy only hold one such ability, thus limiting forces that don't use GFs to just one or two spells per magic user.

Spellpool: A legendary ability for magic users, this power reduces the cost of ALL spells and techniques that cost mana by half, rounding up. All powers must cost at least 1 mana. This power cancels the mana doubling effect of Magic Boost, returning the spells to their original cost.

Spellspring: The penultimate mana saving ability. It reduces the cost of all spells and mana using techniques to zero, even if those spells are boosted.

Spirit Armor: Like the Armor ability, this ability will be followed by a number indicating the increase in Spirit that the user gains. Peircing attacks ignore Spirit Armor's bonus.

Spring Rain: A handy little hygine spell, this ability restores the user to full cleanlyness, and repairs any minor clothing damage, essentialy making them presentable even after battle or extremely adverse conditions. It can totally replace a shower.

Status Attack: This ability allows the user to junction magic to the status attack. The effects of this are explained in each individual spell description.

Status Defense: Like Elemental defense, this allows junctioning of a spell to status defense. The effects are listed with the spell descriptions. By itself, this ability indicates that only one spell can be junctioned. If more can be junctioned, the total number will be listed after x, so Status Defense x 4 allows 4 spells to be junctioned.

Statusproof: This ability will refer to a specific status, such as Blindproof. It makes the monster or character totally immune to the listed status.

Statusstrike: This attack ability automaticaly inflicts the listed status upon any hit which exceeds the target's dodge by 5 or more, unless the target is totally immune to that status.

Statustouch: This attack ability inflicts the listed status on the target, whenever the target's dodge is beaten by 15 or more. This ability is defeated by immunities normally.

Statusward: This ability allows the user to use his dodge rating, instead of Magic Evade, when trying to avoid a status spell. In the case of status spells that already must defeat the dodge rating, it gives a +5 dodge bonus.

Summon Boost: This potent ability increases the summon damage of a GF by 50%, rounded up, but costs a staggering 30 mana.

Thief's Eye: This ability has two uses. In the first, it identifies somone or something that is carrying a valuable item, even pointing the item out if it is easily visible. In the second, cast on a specific item, it appraises the item.

Tireless Travel: As long as the character travels at a normal pace, not too burdened down with equipment, the act of walking will never tire her out. Simply being awake for a long time may nessesitate rest, but even after a 16 hour hike, the character will be fresh and ready to fight.

Trackless Step: A character with this ability leaves no record of his passing, regardless of the conditions,as long as the travel is essentialy normal and non-destructive. One could walk through a bucket of multicolored paint and cross a pure white carpet without leaving the faintest trace, or cross deep, untouched snow without marking it. Deliberately breaking windows, doors, walls, etc, to gain passage exceeds the bounds of this spell, and such destruction is not covered up.

Treatment: This ability removes all negative status except KO from one target.

Type Magic Refine: This ability takes magical items charged with a certain kind of energy and turns them into useable Spellshards for putting into a Spell Matrix. Each shard can be used only once, more items will have to be refined to generate another, if needed. This ability will always refer to a specific kind of magic, like Wind Magic Refine.

Unlock: The character with this ability need only touch a locking mechanisim, and roll Sorcery, Fix-It, or Intrusion, whichever is higher. The complexity and sophistication of the locking device determines the difficulty of the roll. If the character succeeds, the device unlocks normally, and will not trigger any alarms or traps, unless a the proper method of unlocking would also do so.

Wall of Ice: This ability instantly erects a twelve foot high, thirty foot long, two foot thick wall of ice. The wall must be straight. If it runs into an object along it's path, it simply does not manifest where the object is, but the rest of the wall forms. It can be placed anywhere within 20 yards of the caster, but it must be standing up like a wall, it cannot be dropped on a target as a flat plane.

Woe: This dangerous ability deals 100 damage to everyone in the battle area, friend and foe, even the caster. The damage is Darkness Elemental, and magical.





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