| Magics and Skills | |||||
| Psionic magics: Telepathic Link: Uses a mental wavelength to speak into the minds of others. Psi Force: Can use a pulse of mental energy to knock back the target of this spell. Psi Armor: Armor crafted by mental energies. this temporary armor can absorb all magical energies used agianst the wearer to replenish the user's own enegy. After 5 turns the armor dissappears. Telekinesis: Can lift and move objects with his mind Psionic Stun: Targeted enemy must make a Mental saving roll equal to or greater than 5+ caster's skill level or be stunned for 1d4 turns Mental Blast: Target is struck for 1d4+skill level psionic damage Read Outer Thoughts: Target must make a Mental saving roll of 10+ Caster's skill level or else caster will be able to read terget's surface thoughts Psionic Venom: Target must make a Mental saving roll of 10+ Caster's skill level or for 1d4 turns, target will be unable to cast spells Paladin magics: Auras: Robert can call upon a paladin aura to protect himself and those in his party. Robert can only have one active aura at a time. Retribution Aura: Anytime Robert or his allies recieve a physical attack, the dealer of that damage recieves the damage dealt 5x stronger. IE an assassin nicks Robert's arm with a blade and then mysteriously the assassin now has a gash in his own arm in the exact spot he struck Robert. Fire/Ice/Wind Resistance: (note, these are seperate auras, I just don't feel liek writing 3 paragraphs saying the same thing) These auras will protect Robert and his allies from Fire/Water & Ice/Wind & Lightning magics Fire/Ice/Lightning Aura: These auras will strike any adjacent foes for Fire/Ice/Lightning damage. When struck by ice damage, oppponents move slower. When struck with lightning, opponents may become stunned for 1 turn. Regeneration Aura: Robert sacrifices his own mana each turn. All allies gain +1 health regeneration as long as aura is maintained. Oversoul: When experiencing extreame emotions or when at the brink of death, Robert can tap into his hidden power and oversoul into an archangel. All wounds previously inflicted as well as all status effects are healed and cured. During this time, Robert has 20 energy points. Once all energy points are expended, Robert falls unconcious for 24 hours. Cleric magics: Trucross: Robert fires a bolt of holy energy that burns the wicked and heals the just. Smite: Robert can focus holy energies into his weapon and strike a foe with an explosion of holy power. Laying of Hands: Robert can transfer his energies by touch and heal even near-fatal wounds, though the more severe the wound, the more energy is needed. Repulse Undead: By emitting a powerful holy light, Robert can destroy animated undead and severely weaken undead creatures such as vampires, liches and the sort. Redemption: Robert can purge the evil from a repentant demon so they may live a normal life. This is a very risky proceedure as the demon can very well die if there is even a slight disturbance to the spell. Ressurect: Robert can bring someone back from the dead under certain conditions: It must be within 24 hours of the death and the body must be restored to full health and in one piece. Cure Disease/Posion/Petrification/Paralysis: Can remove the negative effects of disease/posion/petrification/paralysis. Oversoul Abilities: Flight: This action costs 1/4 of an energy unit per turn. Robert can take flight at high velocity speeds. Deflect Magic: Robert can surround his arm and send any spell cast at him that does physical damage back at the caster. This action costs 1 energy unit. Immunity to mind affecting spells: This is an ability instantly granted when Robert enters into his oversouled state. There is no cost for this ability. Robert is immune to any psionic, illusion and necromic curse spells. Super Trucross: Instead of a bolt of energy, Robert's normal Trucross becomes a powerful beam, dealing 1d20 damage for every turn he charges this attack. This action costs 3 energy units per turn charging. Crusiformed Soul: Robert's ultimate attack. This ability expends all energy units. All evil or neutral beings within 50ft of Robert are dealt 2d20 holy damage per unit of energy spent (this damage cannot be negated as it is powerful enough to overcome many types of wards and barriers). All allies of Robert within range are healed for 1d20 per energy unit used in this spell and are cured of all negative status effects. |
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