Abilities are special feats the characters can preform due to their physical prowess or their connection to the magic in the land and its surroundings.
Each Ability must add up to 3 points and different aspects of an ability assigns different amounts of points according to its weight in battle and its usefulness in combat. An Ability is made up of Aspects like Type, Range, Effect, etc…
Aspect: Type
Active or Passive.
Active
Motivated abilities done using your Active in your turn. Powerful and full focused activities.
Aspect: Range
The distance or area affected by the Ability. You must select a Source, and then a Target or Area.
Source
The point from which the magic originates.
- Self: 0 Points
- 5ft Target: 0 Points
- 30ft Target(Stackable): +1 Point
- Ongoing magical Effect: +1 Points
- Previous target from the same Ability: +1 Points
Target
Require an Attack Roll to hit the target.
- Self: 0 Points
- 5ft Target: 0 Points
- 30ft Target(Stackable): +1 Point
Area
Requires a Saving Throw vs Mod to all within area.
- Only affect allies or enemies: +1 Point
- 10ft Cone: +1 Point
- 20ft Cone: +2 Points
- 30ft Cone: +3 Points
- 20ft Line: +1 Point
- 30ft Line: +2 Points
- 60ft Line: +3 Points
- 5ft Around: +1 Point
- 10ft Around: +2 Points
- 15ft Around: +3 Points
- Lingering(Lasts until end of your next turn, Saving Throw on entering Area): +1 Point
Aspect: Effect
What an Ability actually does. An Effect can be a combination of Effects from different Sub-Groups, as long as they keep to the allotted Points. You can only choose one instance from each Sub-Group, unless a new range is indicated. The Mod can be added only once for each Range and only once to each creature affected.
Damage
- 1d4 + Mod: +1 Point
- 1d6 + Mod: +2 Points
- 1d8 + Mod: +3 Points
- 1d10 + Mod: +4 Points
- 1d12 + Mod: +5 Points
Heal
- 1d4 + Mod: +2 Point
- 1d6 + Mod: +3 Points
- 1d8 + Mod: +4 Points
- 1d10 + Mod: +5 Points
Shield
- 1d4 + Mod: +1 Point
- 1d6 + Mod: +2 Points
- 1d8 + Mod: +3 Points
- 1d10 + Mod: +4 Points
- 1d12 + Mod: +5 Points
Movement
If you choose an Area for range, you must choose if it occurs at the start or the end of your Movement. AOO are ignored when using Movement Effects.
- 15ft Dash: +2 Point
- 30ft Dash: +3 Points
- 30ft Blink: +3 Points
- 60ft Blink: +4 Points
Terrain
If you choose a Target for range, the effect occurs on the 5ft beneath the target, The terrain returns to normal at the end of your next turn.
- Difficult terrain: +1 Point
- 10ft High Wall: +2 Points
Conditions
- Blinded: +2 Points
- Prone: +2 Point
- Exhausted: +2 Points
- Allured: +1 Point
- Attracted: +2 Points
- Charmed: +3 Point
- Provoked: +1 Point
- Baited: +2 Point
- Taunted: +3 Point
- Frightened: +1 Point
- Scared: +2 Point
- Feared: +3 Point
- Slowed: +1 Point
- Restrained: +2 Points
- Stunned: +3 Points
- Push Back/Pull 15ft: +1 Point
- Push Back/Pull 30ft: +2 Points
- Push Back/Pull 45ft: +3 Points
- Invisible: +3 Points
- Encouraged 1d4 + Mod: +3 Points
- Encouraged 1d6 + Mod: +4 Points
- Protected 1d4 + Mod: +2 Points
- Protected 1d6 + Mod: +3 Points
- Protected 1d8 + Mod: +4 Points
- Hardened +1: +1 Point
- Hardened +2: +2 Points
- Hardened +3: +3 Points
- Hasted 10ft: +1 Point
- Hasted 20ft: +2 Points
- Hasted 30ft: +3 Points
- Elusive +1: +1 Point
- Elusive +2: +2 Points
- Elusive +3: +3 Points
- Evasive +1: +1 Point
- Evasive +2: +2 Points
- Evasive +3: +3 Points
Summon
Summons are spawned creatures that require an Active to control, and deal a certain amount of damage using your modifiers in their attacks. Summon has 30ft Combat Speed and all stats are 0. Range must be a Target. They can last up to 1 minute out of combat. Re-casting the ability replaces the summon with a new one.
- You can see what it sees and feel what it feels: +1 Point
- Looks and acts like source(Perception vs Mod): +1 Point
- 1 HP and no Damage: +1 Points
- 1d4 HP and Damage: +3 Points
- 1d6 HP and Damage: +4 Points
- 1d8 HP and Damage: +5 Points
- Grounded: +0 Point
- Flying: +2 Points
- Ranged 30ft: +1 Point
Passive
Constant abilities that are always waiting for a constraint to occur. When it does occur, a Free must be used to activate the Effect. The only exception is the Class Passive, which does not require the use of a Free.
Aspect: Range
Requires a Saving Throw vs Mod to all within area. Only one Range for Passives.
- Self: 0 Points
- 5ft Around: +1 Point
- 15ft Around: +2 Points
- Only affect allies or enemies: +1 Point
Aspect: Constraint
Abilities sometimes need constraints that determine when something occurs.
- At the start of your turn: +2 Point
- On 4th Hit: +0 Point
- On Consecutive Hit on Same Target: +1 Point
- On 4th Attack Roll: +1 Points
- While under Condition: +1 Points
- While target under Condition: +1 Points
- While under State: +2 Points
- While target under State: +2 Points
Aspect: Effect
Damage, Heal, Shield, Movement, Conditions, Summon
Same costs as Active.
Stages
Stages are different forms your character can take, in order to change its abilities in a certain way. There is no upper limit to the amount of stages, within reason, but the lower limit is 2 stages. The stage changes when the Passive occurs. (An example is an elemantalist who chooses element, changing the magic type and effects of their abilities accordingly.)
- Choose Stage: +1 Points
- Cyclical or Random, allowing 1/2 of the stages give +1 Point to abilities: +1 Point
Stacks
If a passive has stacks, you must choose a way to gain and lose them. You must use Triggers as ways to gain or lose stacks, using their Points if you are gaining Stacks, and reducing their Points if losing Stacks. Having Stacks does not cost Points. Max Stacks = 3.
Per Stack Bonus
- Gain a level of Positive Condition(Must start with +1 Point): +2 Points
- Gain +1 to Hit: +3 Points
- Gain +1 to Damage: +3 Points
- Take -1 Damage: +3 Points
Triggers
- On Hit: +1 Point
- On Miss: +1 Point
- When Hit: +1 Point
- When Missed: +1 Point