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SQ - Ability List

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Mar 10th, 2014
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  6. >Elemental Resistance - there are three instances of each resistance upgrade in the ability tree. Each one is better than the last; the first costs 2 EXP, the second 6, the last 10. The order in which they are purchased is irrelevant.
  8. >Communicate - Mind-to-mind communication with any individual. They will hear your voice in the language with which they're most familiar. Communication can be private, or public. The range is the same as a verbal shout, and to communicate privately with someone, you must have knowledge of their location.
  10. >Pound - Draw your body up and pound and enemy back. A basic physical attack.
  12. >Rocky Hide - physical defense bonus
  14. >Fangs - armor piercing at close ranges. Greater chance of causing disease (with viral)
  16. >Claws - Further bonus to armor piercing. Enhances the chance of applying poison during physical attacks (if that is purchased)
  18. >Replicate - Bend light to your whim, perfectly replicating the appearance of things you've seen. But beware, magical foes may not be fooled...
  20. >Iron Stomach - Nullifies negative effects from consuming nasty sorts of things. (Actual nutritional value may vary)
  22. >Observe - better chance to detect tricks and traps
  24. >Snuff - your shadow can put out lights it touches
  26. >Shade - create an illusory projection of yourself to confuse the enemy (costs 1 mana, grants temporary dodge bonus)
  28. >Mimic - take on the vague form of things you've seen. Won't stand up to close examination, but works well in the dark
  30. >Shadow control - You can grab at the shadows near you, manipulating the object that casts them; success is based on physical shadow power and the object in question. Small passive bonus to shadow power.
  32. >Shadow Power - Gain a significant bonus to shadow attack power.
  34. >Fog - A cloud of darkness shrouds your form, helping you stay undetected out of combat and helping you dodge blows in combat.
  36. >Shadow Walk - You no longer have to remain still to hide in the shadows of other objects, allowing you to move between shadows that touch each other. Small overall bonus to stealth.
  38. >Spirit Whip - lash the enemy with a whip of spirit magic. (costs 2 mana)
  40. >Bind - Trap an enemy in ropes of spirit magic. May spend 1 to 10 mana (determines strength).
  42. >Robust immunity - Gain a greater natural immunity to ailments.
  44. >Monstrous Vigor - You are not just any shadow; you are -the- Shadow. You are immune to all ailments.
  46. >Regeneration - You have slow health regeneration in dark areas. Regeneration will heal you to a maximum of 2/3 your total HP, rounded up. Regeneration starts the same turn you fall below 2/3 HP.
  48. >Parasitic - potential for a larger heal after consuming something
  50. >Poison - there is a 5% chance you will poison the enemy with any physical attack
  52. >Toxic Smog - Unleash a toxic gas from your skin. (60% chance to poison enemy. More effective at close range. Can harm allies that are too close)
  54. >Sleep Gas - Release a sleep-inducing gas to knock out your foes. The gas is potent, but isn't very useful in battle, or against powerful enemies.
  56. >Doom Aura - Puts out all lights in an area at once. Large penalty to dodge if used during battle.
  58. >Quiet - You naturally make much less noise, granting a bonus to physical stealth.
  60. >Centipede - Your amorphous form allows you to create many additional legs which can immediately redirect you, reducing the impact of your own momentum and distributing your weight for better balance. Dodge, stealth, and accuracy bonus.
  62. >Fist - all physical attacks gain a small armor piercing bonus
  64. >Fear - Stun and disrupt foes nearby with a spiritual blast of magic. Weaker enemies may flee. (3 mana to cast)
  66. >Shadow shield - Your aura is a shield against not only might, but magic. You gain a small bonus to all resistances.
  68. >Compress - By sacrificing strength and defense, you can compress yourself and your aura to the size of a small mouse, greatly increasing dodge and physical and magical stealth. Warning: requires a turn to activate and deactivate.
  70. >Lash - You become adept at whipping your amorphous body to strike your enemies, greatly increasing your range and accuracy.
  72. >Shiva - You can become a tangle of claws and whips, striking the enemy from a dozen directions. This greatly boosts the accuracy and armor piercing of physical attacks.
  74. >Grave Silence - Unless you wish it, you make no sound detectable by mundane or magical means. (bonus to stealth and magic stealth)
  76. >Conceal - Target gains all your current stealth bonuses until they are spotted or enter battle (costs 2 mana)
  78. >Shadefang Poison - Your bite can inject a poison that kills an enemy in 3-8 turns. Base 50% chance of success. Success drops exponentially with increase amounts of Shadow resistance. Only you can cure this poison. Does a base of 3 Shadow damage and 1 physical damage per turn until the poison runs its course. Prevents physical regeneration and reduces the effect of healing spells used on the target. Costs 15 mana.
  80. >Tao - Berserk/Darkness Within no longer endanger allies. The defense and resistance penalties of Berserk, Darkness Within, and Shadowrage are halved.
  82. >Shadowrage - Unleash the full might of your shadowy aura, gaining a huge bonus to shadow power. However, with your aura on the offensive, you're vulnerable to magical retaliation.
  84. >Barrier of Darkness - Boost your physical defense, and gain a small boost to all magical resistances.
  86. >Twisting Gloom - Your shadowy aura moves with a will of its own to protect and hide you. You gain a small defensive and stealth bonus, and are less susceptible to surprise attacks.
  88. >Dark Blizzard - Summon a furious hail of ice crystals hardened and sharpened by shadow magic to engulf your foes. (costs 14 mana. Base power 6. Ranged area of effect. Moderate base attack with large chances to stun, disrupt, and freeze enemies)
  90. >Pure Darkness - You can now use your shadow without a light source. Shadow attacks from stealth are just as strong as normal.
  92. >Lightning Shadow - You move like the shadow of a lightning bolt--flickering, darting, able to confuse lesser opponents with your speed alone and pursue even the swiftest foes. Bonus to dodge and accuracy.
  94. >Spirit sight - allows you to see and interact with spirits easily. Removes natural dodge bonus of spiritual creatures.
  96. >Spirit Lash - Lash out with multiple strikes of spirit magic. (mana cost: 4. Base power 4. Takes best of 5 rolls rather than 3)
  98. >Mighty Strength - You can shove and lift even sizable boulders. Carrying several people while flying would be no problem. Significant bonus to strength.
  100. >Steel Shell - further harden your defenses. You're a walking suit of armor. (bonus to physical def)
  102. >Diamond Barrier - your outer layers can become as hard as diamond, repelling all but the most crushing of physical attacks with ease. (bonus to physical def)
  104. >Shadow assault - Launch several shadowy projectiles at the enemy. Costs 4 mana. 4 base magic power. Can hit multiple enemies.
  106. Shadow Bomb - A bomb of shadow magic. Takes time to arrive at target, but delivers widespread destruction. (costs 8 mana. 8 base power)
  108. Nightflare - Disrupt target spell or enchantment. (costs 2 mana)
  110. >Shadow Blast - A wide, short blast of shadow magic. Costs 7 mana. 7 base damage at close range. Damage decreases rapidly at longer ranges. Can hit multiple enemies.
  112. >Cone of Destruction - Unleash a powerful destructive cone of shadow magic. Costs 10 mana. 10 base attack at close range. The most inaccurate shadow attack, but can hit multiple enemies. Bonus at extremely-close range.
  114. >Shadow Beam - A concentrated beam of shadow power. Costs 6 mana; 6 base damage. Attacks faster than shadow strike/assault, and is more precise.
  116. >Ray of Darkness - Super-condensed shadow magic shoots from you in a ray of darkness. Costs 10 mana; 10 base attack. Extremely accurate even at long ranges. Can hit through enemies.
  118. >Void Ring - annihilate the area around you and warp it directly into the nether. Costs 20 mana. If immediate destruction is resisted, 15 base magic attack. Max range 10 feet; hits all targets in range.
  120. >Eclipse - Eclipse - Forcibly assert the power of darkness to eclipse the sun itself for 2-5 turns, covering a miles-wide area centered on the user. Negates Shadow resistance of all enemies, doubles Shadow magic power, and halves the mana cost of Shadow Magic spells while active. Costs 25 mana, or half current mana, whichever is greater. Only useable once per day.
  122. >Void Bomb - Your control of the Void gives you the power to remove offending pieces of Chaos with bursts of magical energy.
  123. >(Alt 1) Launch a void bomb, a spherical projectile of shadow magic that acts as a Void Ring upon striking a target. Mana cost changes the radius of the detonation. 10 mana results in a 1-yard radius. 15 mana grants a 10-yard radius. 35 mana grants a quarter-mile radius.
  124. >(Alt 2) Form a black sphere which unleashes a destructive flurry of hundreds of 3 to 10 yard void bombs in a 60 degree arc over a distance of a quarter mile. Costs 50 mana. Be cautious of friendly fire.
  126. >Detect Life - Enemies won't easily slip past your notice. You can sense the life around you for a half mile if you concentrate. (large bonus to enemy stealth detection)
  128. >Detect magic - Even magical beings can't escape your senses. (large bonus to magical stealth detection)
  130. >Berserk - Ignore your defenses and strike all around you in a vicious physical assault. Powerful bonuses to strength and armor piercing while maintained, but lowered dodge and defense. It becomes much more difficult for you to distinguish friend from foe, and you cannot flee battle. Minimum duration of two turns. You cannot use any other spells or abilities while in berserk.
  132. >Mind Crush - A brutal spirit magic attack directly into the mind of your foe. (costs 10 mana. 10 base power.)
  134. >Dream Walk - Walk amongst the world of dreams. Can be used for long-distance communication, or to invade the minds of foes and gather information. But be careful - the dreamer has great power in his own dream, you might not be the only one to walk amongst them. (5 mana)
  136. >Confuse - Target may randomly flee, damage self, or attack allies. (5 mana)
  138. >Mind Read - Read a target's mind. Carries a risk of detection, depending on the target. Some targets may have passive mental defenses; backfires can be harmful. Best used on incapacitated targets.
  140. >Enslave - Target comes under your direct control, but with the loss of all initiative; you direct them like a summon. While controlling an enslaved target, you can use no other magic (any ability which requires mana). Only 1 target can be controlled in this manner at a time. People released from your control will remember what they have done while enslaved. (5 to 20 mana)
  142. >Supersonic - Fly at supersonic speeds. Extremely fast, but large penalty to stealth and magic stealth. Takes 1 turn to activate.
  144. >Darkness Within - You are the immovable rock and the unstoppable force. Your berserk is exaggerated in all aspects (except for defense penalty, which doesn't get any worse). Minimum duration of four turns.
  146. >Viral - gain even greater healing from consumption, and a small boost to ailment resistance. Every physical attack has a small chance to inflict disease on your foes, which impacts their attack strength and prevents their regeneration.
  148. >Shadowmeld - Magic-based stealth. Pay any amount of mana. Physical and magical stealth increases based on how much mana was spent until stealth is broken. Can be used to re-stealth mid-battle.
  150. >Focus - With a burst of concentration, you can significantly improve your detection of both the mundane and magical, but you also drastically increase the risk of giving yourself away...
  152. >Fast Regeneration - double the speed of your regeneration while in dark areas or shadows
  154. >Crunch - Use your entire form to crunch the enemy at close ranges, gaining a greater passive armor piercing bonus. Larger chance of causing disease with Viral.
  156. >Shadow Eater - Eat an enemy's shadow for a small heal. Their shadow will regenerate over the course of a day. However, things might turn sour if they notice their shadow is missing...
  158. >Kindle - Steal the darkness from a light that has gone out, letting it shine once more
  160. >Multishade - Create several illusory copies of yourself, reducing the chance you’ll be hit. More effective against groups than Shade. (costs 3 mana)
  162. >Blink - Sight-range teleportation. (Cannot blink through walls, through the ground, into places you can't see, etc. 5-turn cooldown in battle. Auto-cooldown if battle ends. You can only Blink yourself and inanimate objects on your person. Max range 1/4 mile or 0.4 kilometers)
  164. >Fast Blink - You can unleash a flurry of sight-range teleports, baffling and confusing your enemies. (exceptional dodge buff for two turns; opens additional movement and escape options. Costs 6 mana. Negates enemy initiative. 5-turn cooldown.)
  166. >Teleportation - Teleport between any mana pools that have been previously touched. Alt: You may establish one portal anchor at a location of your choosing. Afterward, a portal to the anchor can be opened at any time. It takes 2 turns to open in battle, and it takes two turns to close. This skill is easily countered by enemy magic and is best used outside of conflict.
  168. >Void Walker - The cooldown of Blink and Fast Blink is reduced to only 1 turn while in battle.
  170. >Glide - Your aura allows you to glide, dropping safely from large heights or covering large distances if starting from a high point. Always stealthier than full flight.
  172. >Flight - What it says on the can. Carrying capacity is based on physical strength. While flying, you have a slight dodge bonus and a slight accuracy penalty.
  174. >Schattenkrieg - Wrap yourself in your aura and fly toward the enemy, becoming a living missile of darkness. Major bonus to physical attack and armor piercing. Optional: spend 5 mana to add additional shadow attack power. Chance for self-damage based on attack strength and target defense strength. Can stack with berserk, but self-damage is then guaranteed.
  176. >Vampiric - You can gain an even greater heal from consumption, and have a further increase to ailment resistance. Your physical attacks have a greater chance to inflict disease. Small bonus to all EXP earned from consumption.
  178. >Nightblaze - Spend 4 to 10 mana. Cancel enchantments and spells in an area around you. Success and range based on mana spent. (about 30 feet. Additional 20 feet per mana. Alternate: Spend 10 mana to attempt to cancel any one single spell in sight-range with a greatly enhanced success rate)
  180. >Hydra - Your body endlessly regrows by drawing upon the shadows. While in dark areas, damage from slashes and cutting attacks will automatically heal next turn. You must survive the attack; damage great enough to kill you outright will still do so. You can still be bashed, stunned, thrown, etc; does not help against other types of attacks.
  182. >Gaping Maw - Your jaws crush and warp what you chew directly into the Nether. (costs 4 mana. Buff to strength, huge buff to armor piercing. Close range only. If combined with successful consumption attempt, you don't take the extra turn to consume)
  184. >Deep Focus - Enhance focus, and gain the ability to focus over very long ranges (several miles) to detect foes or sources of magic. But you yourself will be that much more vulnerable to detection.
  186. >Reinforce - Temporarily boost the physical strength of objects. Costs 5 mana.
  188. >Shadow Totem - Form an automatic magic turret from rock and shadow that fires shadow assaults. Will attack closest enemy within range. With Machina Loqui, can be programmed to focus fire on selected targets. Lasts until destroyed,or ten minutes pass. (costs 12 mana) Totems hardwired to mana pools can last indefinitely. Old totems can be 'recharged' before they die for 4 mana.
  190. >Pocket - Forge a pocket within the nether that only you can access. The size of the pocket is determined by magic power level (3^lvl meters cubed. For example, pocket with magic level 2 = 9 meters cubed of space) You can reach the pocket at any time, assuming your magic is functional. Each object placed within or withdrawn from the pocket costs you 1 mana, independent of the size of the object. The pocket has no gravity, but starts filled with air, so living creatures could survive there. However, long periods in the nether are not good for the health of living things. You cannot transport yourself to your pocket.
  192. >Water Strike - A pressurized blast of water imbued with magical force. (2 base power. Costs 2 mana)
  194. >Purify - Spend 3 Mana: 100% chance to heal 1 ailment on target. Spend 6 mana: 85% chance to heal all target's ailments. Spend 9 mana: heal all of a target's ailments and the ailments of all those you are physically touching.
  196. >Ice Strike - Attack the enemy with a flurry of ice. (4 base damage. costs 4 mana. Can hit multiple enemies)
  198. >Surge - Form a powerful wave of water to manipulate the field of battle and disrupt enemies (5 mana)
  200. >Tidal Force - Call upon the power of a huge wave to flood a wide area. Unlike Surge, this requires an immediate water source. (10 mana)
  202. >Frostbite - The power of frost. Freeze doors shut; create slick floors; turn enemies into popsicles. Can be used as a shield to help negate heat-based attacks. (8 mana. Note: may be resisted if used directly on enemy mage)
  204. >Heal - Spend either 2, 4, or 6 mana to heal a target 4, 7, or 10 HP, respectively.
  206. >Great Heal - Heal a target 20 HP (12 mana)
  208. >Shadow Mask - Gain a small bonus to magical stealth.
  210. >Wreath of Darkness - Your aura shrouds your existence from magical detection. You gain a significant boost to magical stealth.
  212. >Water Recovery - While in or near water, you have enhanced regeneration speed and can regenerate to full health. Requires larger natural bodies of water or deep wells. Must be mostly submerged.
  214. >Mighty Regeneration - You regeneration occurs still faster in dark areas, and you regenerate slowly even in lighted areas. Your regeneration limit is now 4/5 of your total HP, rounded down.
  216. >Juggernaut - Your arms pulverize rock and flesh. Even magical barriers tremble under the strength of your physical blows.
  218. >Disguise - Allows you to apply Replicate to a target. Visually, allies are undetectable, but avoiding magical detection depends on their own stealth abilities. Costs 10 mana. Lasts until canceled, or until target contacts something the illusion can't compensate for (spell casting, heavy combat, etc).
  220. >Analyze - You pause and concentrate on your surroundings, gaining an acute awareness of tricks and traps. Alt: In battle, reveal enemy weaknesses, or other useful information. Takes 1 turn, and may force defense or dodge check.
  222. >Spirit Siphon - Spend 5 to 15 mana. If successful, does minor Spirit damage, and gain 50% chance to drain all mana from enemy (guaranteed at least 1 mana gained this way). (note that the 50% chance and "all mana" denote base values, which vary depending on battle conditions and the target)
  224. >Soundless - You are virtually impossible to detect by the unaided ear.
  226. >Oneness - All Shadow magic (purple magic tree) costs 20% less mana. (every spell is at least 1 mana cheaper)
  228. >Balance - Reduces the stealth penalty you receive from Focus and Deep Focus by 75%.
  230. >Shadow Domination - You can dominate and control the shadow of most objects, including people. Bonus to shadow attack power.
  232. >Puppet Master - You can control the shadow of two enemies at once, and the chance they break from your control is reduced. Bonus to shadow attack power.
  234. >Sock Puppet - Force a shadow-dominated individual to speak anything you'd like. May trigger a control break.
  236. >Army of Darkness - Create a screeching illusory cacophony of projections, spirits, and monsters. Shades can now follow slightly more complex commands (follow enemy, follow me, etc) (dodge buff. Costs 5 mana)
  238. >Suicide Squad - Illusions explode on contact with the enemy with the force of a Shadow Bomb, with less range. Costs 13 mana.
  240. >Order Immateria: Physical attacks cannot harm you. Physical attacks with a magical component do only their magical damage. Significant bonuses to Shadow Attack, Light Magic Resistance, Stealth, and Magical Stealth.
  242. >Magic Power - upgrade your magic, increasing available mana. Higher levels unlock mana regeneration. Like resistance, order of purchase doesn't matter. First costs 5 EXP, each following costs 5 more than the last.
  244. >Terror - Spend 4 to 14 mana. Unleash the true horror of darkness unknowable. Stun or disrupt target enemy, and other enemies around you in a large radius. Weaker enemies may flee.
  246. >Earthforge - Reshape and move the earth and stone. Mana spend determines power level. Must spend 6 mana to launch a projectile of earth. (2, 4, or 6 mana)
  248. >Harden - Grant a temporary physical defense boost to an object. Does not work directly on individuals. (3 mana)
  250. >Sharpen - Sharpen an object, temporarily enchancing its cutting and slicing power. (3 mana)
  252. >Adamantize - Grants two turns of extreme durability and density to target object or individual. Adamantized objects are much, much heavier. Adamantized people cannot move, unless other magics or enchantments are assisting them. (5 mana)
  254. >Erode - Reduce the target's physical attack for 3-5 turns. (4, 8, or 17 mana. Higher tiers increase effectiveness)
  256. >Corrode - Reduce the target's physical defense for 3-5 turns. (4, 8, or 17 mana. Higher tiers increase effectiveness)
  258. >Decay - Reduce the target's magical attack power for 3-5 turns. (5, 11, or 22 mana. Higher tiers increased effectiveness)
  260. >Decimate - Interrupts target spell. Greatly reduces caster's physical attack, physical defense, and magical defense for 3-5 turns. Doubles the chance of inflicting ailments on caster for 2 turns. (30 mana)
  262. >Earth's Gift - Grants target steady regeneration for 3-5 turns. (6 mana)
  264. >Pillar of the Earth - All allies within fifty yards gain protection and adamantize, but without the movement penalty or extra weight. It can last indefinitely, but while active, the caster cannot move or use other abilities. Allies must stay within the spell radius to keep the buff (15 mana)
  266. >Construct - Create an earthen golem assistant with a tiny power core. It isn't very intelligent, and can follow only simple orders, such as "move that boulder" or "protect this person". Otherwise, it will default to being your bodyguard. It shares earth/shadow elements. Golems last until defeated, but only 1 can be controlled at a time. (4 mana)
  268. >Automaton - Given materials, you can create a stronger golem of made of metals. With Machina Loqui, it can be programmed to take more complex orders, and will resist takeover attempts. Lasts until destroyed. (8 mana)
  270. >Machina Vita - The greatest and strongest of golems made of a blend of aluminum and adamantium. They are capable of independent earth magic, and are highly intelligent. With Machina Loqui, they will resist takeover attempts. (15 mana)
  272. >Machina Loqui - You can speak the language of machines. Allows you to program complex devices, opens options to interface with machinery, and give more complicated orders to constructs. Your constructs are resistant to outside influence.
  274. >Gravity Sphere:
  275. >(Alt 1) Create a powerful force that draws targets toward you from up to 100 yards away (5 mana)
  276. >(Alt 2) Manipulate the direction of gravity within a 10 yard radius (10 mana)
  277. >(Alt 3) Project a 20-yard sphere of force centered on your person that crushes and slows foes (15 mana)
  279. >Heartstone Titan - Using a shadow or earth mana pool, 10 experience, and one half-ton raw adamantium ore, you can create a Heartstone Titan. These giant constructs are extremely powerful, and can be directed to follow simple orders and be piloted/ridden by allies. With Machina Loqui, you can program them to take more complex instructions and act autonomously. If they fall, they will begin to repair themselves, and unleash 10 repair golems to guard them while they do so. (10 exp, one-half ton adamantium, requires earth or shadow mana pool)
  281. >Titanic - You grow titanic in size, doubling your physical strength and defense. You cannot use any other abilities while Titanic (aside from berserk). It would be a bad idea to do this indoors, or around allies. Forgoes all stealth. Can stack with berserk. Lasts up to five turns. Size minimum 20 feet tall, 7 feet wide. Maximum is double those dimensions. (5 EXP)
  283. >Dark Wave - Unleash a mighty shockwave of Shadow centered on you. Low offensive power, but high knockback. (3 or 8 experience, 50 foot or half-mile radius, respectively. 4 or 8 base power).
  285. >Vaporal - all physical attacks have a 25% chance to simply not hurt you. The magical components of physical attacks are still dangerous.
  287. >Pool of Darkness - Spend 15 experience points to create a Shadow element mana pool. Cannot be performed in battle. Mana pools can recharge your mana indefinitely, and may be useful for other things as well...
  289. >Experience Burn - convert raw, untapped power into mana. 1 EXP per 4 mana. Any amount can be spent, but can only be used once per day.
  291. >Hypersonic - Fly at ten times the speed of sound. Takes a turn to activate. Can only safely carry one person or equivalent weight while in this state. Damage, piercing and area of effect of Schattenkrieg scaled appropriately. Momentum is difficult to control. (2 EXP)
  293. >Pestilence - Enemy physical strength is halved and all regeneration halted until they are touched by light magic. Applies to first target Shadow touches after activation. (7 exp)
  295. >Erasure - All chaotic matter and energy you touch is permanently and totally erased. Lasts 2 turns. Use caution. (10 EXP)
  297. >Artifact - You may enchant any single object into a magical artifact of legendary power. This power can only be used three times. (10 EXP)
  299. >Conversion Factor - Absorb any oncoming spell of the 7 elements. This energy can then be diverted to any shard, increasing its stability. (3 EXP)
  301. ----------------------------------
  302. ----------------------------------
  304. >Servant - With the assistance of a mana pool, and some EXP you can make any sentient soul a 'servant'. Your servants are stronger, faster, and have more magical power than normal individuals of their race.
  306. Servants gain all the abilities you've unlocked for them. All old servants are upgraded when you purchase new servant abilities. Even without any extras, your servants have boosted physical abilities. You can have up to 10 servants.
  308. A servant's mind is unaffected. They can disobey you, and even turn against you. You can withdraw the power you've granted a servant at any time, but you don't regain your experience points.
  310. >Shared Resistance - your servants share half all your magical resistances. They also share half your weaknesses, too.
  312. >Shadow Gift - your servants can cast Shadow Assault, Shadow Bomb, and Nightflare, if they have the mana to cast these spells.
  314. >Multishade - your servants can cast Multishade, confusing opponents with a troop of illusions
  316. >Shadow Eater - your servants all gain the Shadow Eater ability
  318. >The Sense - Your servants share many of your unnatural senses, giving them a greater awareness of the world around them.
  320. ----
  321. ----
  323. >Chosen - Chosen work just like servants. However, you cannot withdraw your power from a Chosen like you can with a servant. You can only make individuals who are already your servants into Chosen.
  325. Chosen gain greater inherent physical and magical bonuses than Servants. You can have a maximum of 3 Chosen.
  327. >Mirrored Resistance - Chosen perfectly share your resistances and weaknesses.
  329. >Consume - Like you, your Chosen can consume their foes. This gives them a temporary boost in power, depending on the target.
  331. >The Call - Your Chosen know when you're in need; they can hear your voice from any distance. However, they can't communicate directly with you.
  333. >Army of Darkness - Chosen can cast your Army of Darkness spell from the Physical Shadow Tree, confusing and intimidating opponents with a small army of illusions.
  335. >Tree Gift - Chosen know all the spells from a magical tree of your choosing. Once picked, you can't change the tree, but their knowledge of that tree updates with yours.
  337. ----
  338. ----
  340. >Arbiter - Raise one of your Chosen to the status of Arbiter. Your Arbiter has strength and agility far surpassing normal human limitations, and is capable of warping and changing their shape, like you. Their link to Order becomes a bridge, granting them extraordinary magical powers. You can only have one Arbiter.
  342. >Null Ring - Your Arbiter creates an area devoid of latent Order and Chaos energies, suppressing all magic.
  344. >Shadow Aura - Your Arbiter gains all of your Shadow Aura abilities (light grey and dark grey trees. Exception: the very dark central gray)
  346. >The Voice - Your Arbiter can communicate with you at any time, over any distance, and speak to you and others through Impressions, if they could not already.
  348. >Suicide Squad - Your Arbiter can cast Suicide Squad.
  350. >Sage - Your Arbiter knows all the spells you know from a second magic tree. The tree, once picked, cannot be changed, but their knowledge updates with yours.
  352. ----------------------------------------
  353. Summoning
  354. ----------------------------------------
  356. Summons cost mana to bring forward, and then follow you around passively. Each battle action your order them to take costs you additional mana, and, for better summons, risks them breaking your control, depending on the circumstances and your skill in Summoning. Summons can defend you bodily free of charge, but won't retaliate unless you invest the mana. Unless otherwise stated, you can only control one direct-spell summon at a time.
  358. A summon can be dismissed at any time, but this triggers a control-break check. The risk of a control break depends on the circumstances, and your skill in Summoning. In battle, for example, you'd face a greater risk of losing control.
  360. If you run out of mana while controlling any summon, either from casting a spell or using the last of your mana to direct it in some task, your summon is automatically dismissed, and a riskier control-break is triggered. You must hold some amount of mana to keep your summons linked to you.
  362. In battle, summoning takes a turn. Summons Level 3 and above take 2 turns of battle.
  364. Commanding a summon to do something is a free action, and their orders will take place simultaneously with your own next action. For example, you could have your summon distract an enemy while you simultaneously flank it, use magic, or prepare some other ability.
  366. When using a ritual to summon a demon, the summoning cost is cut in half (rounded up). Additionally, the demon has no maintenance cost. Demons summoned in this manner always have a risk of breaking your control, which is somewhat greater than summoning directly via spell. There is no limit to the number of demons you can control through ritual summoning, but the more demons summoned, the greater the risk that one or more of them will break free.
  368. Types of summons:
  370. Ethereal - ghosts, spirits, and haunts. These summons have weaker attacks, but are highly resilient, and generally have a cheaper action-cost once summoned. They are difficult to detect by mundane means, but easily visible to most kinds of magical detection. They are found in the left branch of the summon tree.
  372. Demonic - demons of the nether. While not stealthy by any means, they are physically strong and command powerful fire magic. They have some of the highest raw attack power, but tend to be more expensive, and have higher control-break risks. They are the central branch of the tree.
  374. Shadow - animated undead, as well as shadow spirits and wisps. While these summons tend to be the weakest in endurance and attack power, they are cheaper. They also passively gain whatever stealth bonus you have, and have lower control-break risks. They make up the right branch of the tree.
  376. The description of each summon will detail its summoning cost, its order cost, its level, and its type.
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  381. >Summoning I - level 1 and 2 summons will not break from your control
  383. >Summoning II - Level 3 and 4 summons will not break from your control.
  385. >Wisp - summon a shadowy wisp from the nether. (2 base shadow attack). Costs 1 mana to summon, 1 mana per action. Never breaks your control; if you run out of mana, it will vanish. [Level 0, Shadow]
  387. >Ghost - summon a ghost, a weak spirit condensed from the nether (2 spirit attack). Costs 2 mana to summon, 1 per action. [level 1, Ethereal]
  389. >Fae - summon a tricky and playful imp from the nether (3 fire attack). Costs 4 mana to summon, 1 per action. [level 1, Demonic]
  391. >Ghoul - animate a corpse with shadow magic (2 physical attack). Costs 2 mana to summon, 1 per action. [level 1, Shadow]
  393. >Spirit - Summon an ethereal spirit from the nether. Stronger and more stealthy than a ghost, but weak to magic. (3 spirit attack. 1 mana per action) [level 2]
  395. >Dream-eater - A powerful spirit that can eat the dreams of foes. This and all stronger ethereal summons can follow you on a Dream Walk. In the world of dreams, it is twice as powerful for no additional cost. (4 spirit attack. 1 mana per action) [level 3]
  397. >Flesh Golem - Summons a powerful flesh golem to the field, given ten corpses to work with. Highly regenerative. If defeated, splits into 10 ghouls that have no mana upkeep, but cannot regenerate. (10 physical attack, 4 shadow attack). Costs 20 mana to summon, 5 mana per action. [Level 5, Shadow]
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