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SBB: Magic skills

Feb 21st, 2016
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  1. ===SKILLS===
  2.  
  3. Skills determine your bonus HP, MP, resistances, melee and ranged attacks, types of attacks and special useable skills.
  4. At character creation, you can buy 8 skills total from all Starting Skill Trees you have chosen.
  5. Acquiring a new Skill Tree requires spending 5 skill points.
  6.  
  7. Amount of skills is rather large, and divided into categories: AXES, MACES, SPEARS, ARCHERY, SWORDS, BODY, COMBAT, MYSTICISM, DIVINATION, BEASTCALL, WEATHERCRAFT
  8. Last three families have MP Cost label for spells.
  9.  
  10. DIVINATION: Various little favors and insights and buffs.
  11.  
  12. Momentous Portent:
  13. Requirements: -
  14. MP Cost: 0
  15. Effects:
  16. Targeted ally receives a very brief glimpse into his/her opponent's next move, increasing the ally's Hit and Evasion chances by 10% for the next attack/counter.
  17.  
  18. Group Predictions:
  19. Requirements: Momentous Portent
  20. MP Cost: 2
  21. Effects:
  22. Identical to Momentous Portent, but affects all allies in battle, including the Diviner.
  23.  
  24. Visions of Battlefield:
  25. Requirements: Momentous Portent
  26. MP Cost: 4
  27. Effects:
  28. Diviner's ally gains deep insight into the future of ongoing combat, granting him +15% Hit and Evasion bonuses for next 3 turns.
  29.  
  30. Hunter's Instinct:
  31. Requirements: Momentous Portent
  32. MP Cost: 1
  33. Effects:
  34. Grants +30% Hit chance for Diviner's ally next attack.
  35.  
  36. Feline Grace:
  37. Requirements: Momentous Portent
  38. MP Cost: 1
  39. Effects:
  40. Grants +30% Evasion chance for Diviner's ally next attack.
  41.  
  42. Eyes of War:
  43. Requirements: Visions of Battlefield, Hunter's Instinct, Feline Grace
  44. MP Cost: 5
  45. Effects:
  46. Bestows a +40% Hit and Evasion bonus for Diviner's ally for next 3 Turns. Also, next attack by the Ally will automatically hit, no matter the skills and evasion of his/her enemy.
  47.  
  48. Svagard's Coat:
  49. Requirements: -
  50. MP Cost: 2
  51. Effects:
  52. Layer of divine energy briefly surrounds Diviner's ally, increasing his/her Arcane, Fire and Cold resistances by 1 until next Turn.
  53.  
  54. Aquamancy:
  55. Requirements: Svagard's Coat
  56. MP Cost: 2
  57. Effects:
  58. Watery liquid coats Diviner's ally, increasing his/her Fire resistance by 2 for next 3 Turns. Outside combat, this can be used to predict future with help of water (a pond, a running stream, etc).
  59.  
  60. Pyromancy:
  61. Requirements: Svagard's Coat
  62. MP Cost: 2
  63. Effects:
  64. Thin sheet of flames envelops Diviner's ally, increasing his/her Cold resistance by 2 for next 3 Turns. Outside combat, this can be used to predict future with help of fire (a lit bonfire, etc).
  65.  
  66. Ironskin:
  67. Requirements: Svagard's Coat
  68. MP Cost: 3
  69. Effects:
  70. Skin of Diviner's ally becomes metal-like, increasing his/her Impact, Pierce and Blade resistances by 1 for next 3 Turns.
  71.  
  72. BEASTCALL: Buffing oneself with animal powers or summoning animals for help.
  73.  
  74. Call of Spirit:
  75. Requirements: -
  76. MP Cost: 0
  77. Effects:
  78. The Beastcaller calls own spiritual animal to borrow some of its strength. This bestows +2 dmg to unarmed attack, and +5% Hit and Evasion bonus for next 3 turns. This will override any currently working Aspect that Beastcaller has.
  79.  
  80. Raven Aspect:
  81. Requirements: Call of Spirit
  82. MP Cost: 1
  83. Effects:
  84. The Beastcaller calls upon Vauvak, the Lord of Ravens, to grant him/her his impeccable vision. Beastcaller's ranged attacks get +25% Hit bonus for next 5 turns. This will override any currently working Aspect that Beastcaller has.
  85.  
  86. Call Raven:
  87. Requirements: Raven Aspect
  88. MP Cost: 2
  89. Effects:
  90. Vauvak hears Beastcaller's plea and sends forth a Raven to constantly annoy and distract the enemy, who gets -10% Hit and Evasion penalty unless he/she manages to smack (base 40% Hit chance) the Raven away, or till Raven goes away on his own after 6 Turns. Outside combat, the Raven can fly around the area and let the Beastcaller see through the Raven's eyes.
  91.  
  92. Lynx Aspect:
  93. Requirements: Call of Spirit
  94. MP Cost: 2
  95. Effects:
  96. The Beastcaller calls upon Nynlla, the Lynx Queen, who bestows upon him/her the grace and hunting prowess of the Lynx. Beastcaller gains +10% Hit bonus to all attacks and +10% Evasion bonus for next 5 turns. This will override any currently working Aspect that Beastcaller has.
  97.  
  98. Call Lynx:
  99. Requirements: Lynx Aspect
  100. MP Cost: 3
  101. Effects:
  102. Nynlla hears Beastcaller's begging and sends forth an agile Lynx (18 HP, 1d8 blade attack, natural 30% Evasion) to accompany the Beastcaller in combat for 6 turns. Outside combat, the Lynx can lead the Beastcaller out of a maze or similar 'lost in the woods' situation.
  103.  
  104. Wolf Aspect:
  105. Requirements: Call of Spirit
  106. MP Cost: 3
  107. Effects:
  108. The Beastcaller calls upon Vareg, the King of Wolves, who bestows upon him/her the fierceness of the Wolf. Beastcaller's melee attacks gain +15% Hit and +3 damage bonus for next 5 turns. This will override any currently working Aspect that Beastcaller has.
  109.  
  110. Call Wolf:
  111. Requirements: Wolf Aspect
  112. MP Cost: 5
  113. Effects:
  114. Vareg hears Beastcaller's voice and sends forth a fierce Wolf (22 HP, 2d6 blade attack, natural 10% Evasion) to accompany the Beastcaller in combat for 6 turns. Outside combat, the Wolf can help the Beastcaller communicate with feral wolves for various purposes.
  115.  
  116. Bear Aspect:
  117. Requirements: Call of Spirit
  118. MP Cost: 4
  119. Effects:
  120. The Beastcaller calls upon Maukka, the Bear God, who bestows upon him/her the might of the Bear. Beastcaller's unarmed attack gains +2 dmg dices and he/she gets +1 to Impact, Blade and Cold Resistances for next 5 turns. This will override any currently working Aspect that Beastcaller has.
  121.  
  122. Call Bear:
  123. Requirements: Bear Aspect
  124. MP Cost: 7
  125. Effects:
  126. Maukka hears Beastcaller's request and sends forth a mighty Bear (34 HP, 3d6 blade attack, 1/1/0/0/0/1 resistances) to accompany the Beastcaller in combat for 6 turns. Outside combat, the presence of the Bear might scare away lesser animal and some weak-willed humanoids, and sometimes even humans.
  127.  
  128. Beast Ceremony:
  129. Requirements: All 4 animal Aspects (Raven, Lynx, Wolf, Bear)
  130. MP Cost: 50% of Maximum
  131. Effects:
  132. The Beastcaller performs the ritual that bestows powers of the spiritual beasts upon the Beastcaller and his allies for incoming combat. The Beastcaller's party gains +30% Hit to all attacks, +30% Evasion, and both their unarmed and weapon attacks gain +4 damage bonus, and all damage is reduced by 1 (after Resistances). This spell lasts 10 Turns of Combat. However, because the Beast Ceremony takes several minutes to complete, its impossible to perform it during combat.
  133.  
  134. WEATHERCRAFT: Manipulating weather and elements for more or less devastating effects.
  135.  
  136. Rain Call:
  137. Requirements: -
  138. MP Cost: 2
  139. Effects:
  140. It starts raining. Ranged attacks of all combatants receive -10% Hit penalty. Interrupts effects of a Heatwave.
  141.  
  142. Mistcloak:
  143. Requirements: -
  144. MP Cost: 2
  145. Effects:
  146. Thick mist envelops the Caster or one of his/her ally, granting them a +10% Evasion bonus and +1 Cold Resistance for 5 Turns. If it is raining (naturally or otherwise), the Evasion bonus is doubled.
  147.  
  148. Thunderstrike:
  149. Requirements: -
  150. MP Cost: 4
  151. Effects:
  152. A bolt of thunder flies from the Caster's hand and strikes the chosen target for 2d6 Arcane (ranged) damage.
  153.  
  154. Stormshield:
  155. Requirements: Thunderstrike, Mistcloak
  156. MP Cost: 4
  157. Effects:
  158. A bubble of energy surrounds the target. Anyone attempting a melee attack against the Stormshielded person will receive 2d4 Arcane damage. Stormshield lasts 3 Turns.
  159.  
  160. Thunderstorm:
  161. Requirements: Thunderstrike
  162. MP Cost: 9
  163. Effects:
  164. Numerous thunderbolts descend from the skies, striking all enemies for 2d6+2 Arcane damage. If it is raining, Thunderstorm's damage is boosted by 1 dice. This spell has 3 Turn cooldown.
  165.  
  166. Heatwave:
  167. Requirements: -
  168. MP Cost: 2
  169. Effects:
  170. It gets very hot and dry around. All combatants receive -5% Evasion penalty. Heatwave dissipates Rainy weather, no matter if its natural or conjured rain.
  171.  
  172. Heatstroke:
  173. Requirements: -
  174. MP Cost: 3
  175. Effects:
  176. Induces a heat stroke in the enemy, dealing 7 Fire damage without risk of counter. If Heatwave is occuring, Heatstroke deals 11 points of damage instead. This spell has 3 Turn cooldown.
  177.  
  178. Fiery Blast:
  179. Requirements: Heatstroke
  180. MP Cost: 5
  181. Effects:
  182. Conjures a blast of fire that smites chosen enemy for 2d6+3 Fire (ranged) damage.
  183.  
  184. Wall of Steam:
  185. Requirements: Rain Call, Heatwave
  186. MP Cost: 5
  187. Effects:
  188. Creates an explosion of steam, which then hides the Caster and his companions, halving enemy Hit chances (after Evasion) for all attacks for 3 Turns. Wall of Steam ends both Rain and Heatwave. This spell has 5 Turn cooldown.
  189.  
  190. Wintertouch:
  191. Requirements: -
  192. MP Cost: 1
  193. Effects:
  194. A magical melee attack that deals 1d8 Cold damage.
  195.  
  196. Icicle Blast:
  197. Requirements: Wintertouch
  198. MP Cost: 3
  199. Effects:
  200. Blasts all enemies with shards of ice for 1d6 Cold damage. If it's nighttime or if its Raining, Icicle Blast deals extra 3 damage (no cumulative bonus for both rain and nighttime).
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