Ex-Rumia
Name: Guinevere Freer
Gender: Female
Age: 19
Background/Description: A travelling healer, born and raised as a nomad along with her seven other siblings, Guinevere stood out in the arts of healing and potion making. Travelling throughout Leccenia, offering her services to the sick and wounded, she found herself in a particular town when the attacks started getting more frequent.
Profession: Sorcerer
Rank: 0
HP: 11/11
MP: 9/9
REF: 4
ATK: 9
DEF: 4
MA: 15
MD: 7
Weapons and armour:
Wooden Staff (3/d6)
Dagger (3/d4)
Padded Leather Armour (1)
Shortsword (3/d8)
Mace (4/d6)
Cudgel (3/d3)
Pike (5/d10)
Spells:
None.
Equipment:
Lantern, flint and tinder
2x Small Potion of Healing (+5HP)
1x Small Potion of Replenishing (+5MP)
1x Small Potion of Dexterity (+2REF)
Marble Statuette
Gold: 16
XP: 2
XP to next level: 3
Gender: Female
Age: 19
Background/Description: A travelling healer, born and raised as a nomad along with her seven other siblings, Guinevere stood out in the arts of healing and potion making. Travelling throughout Leccenia, offering her services to the sick and wounded, she found herself in a particular town when the attacks started getting more frequent.
Profession: Sorcerer
Rank: 0
HP: (5)
MP: (3)
STR: (2)
REF: (4)
INT: (4)
PSY: (6)
MP: (3)
STR: (2)
REF: (4)
INT: (4)
PSY: (6)
MP: 9/9
REF: 4
ATK: 9
DEF: 4
MA: 15
MD: 7
Weapons and armour:
Wooden Staff (3/d6)
Dagger (3/d4)
Padded Leather Armour (1)
Shortsword (3/d8)
Mace (4/d6)
Cudgel (3/d3)
Pike (5/d10)
Spells:
None.
Equipment:
Lantern, flint and tinder
2x Small Potion of Healing (+5HP)
1x Small Potion of Replenishing (+5MP)
1x Small Potion of Dexterity (+2REF)
Marble Statuette
Gold: 16
XP: 2
XP to next level: 3
Name: Hector Cook
Gender: Male
Age: 42
Background/Description: He started out as a serf for a higher lord, where he worked long hours harvesting crops for little, and sometimes no, compensation. It was this trait that taught him how to live off of what others gave him, both willingly and not. When the first invasion of the "mythical" beings came from the gap, he was forced to fight using what little armor and weapons he could spare, despite being horribly inept with physical combat where he became infected by what made the mythical beings mythical. Thought to be dead, he wandered around and hid from civilization of any sort, but quickly came out of hiding during present day.
Profession: Sorcerer
Rank: 0
HP: 12/12
MP: 12/12
REF: 1
ATK: 8
DEF: 3
MA: 16
MD: 6
Weapons and armour:
Battleaxe (6/d8)
Shortsword (3/d8)
Wooden Staff (3/d6)
Dagger (3/d4)
Padded Leather Armour (1)
Spells:
None.
Equipment:
Lantern, flint and tinder
1x Small Potion of Replenishing (+5MP)
1x Small Potion of Healing (+5HP)
Gold: 22
XP: 2
XP to next level: 3
Gender: Male
Age: 42
Background/Description: He started out as a serf for a higher lord, where he worked long hours harvesting crops for little, and sometimes no, compensation. It was this trait that taught him how to live off of what others gave him, both willingly and not. When the first invasion of the "mythical" beings came from the gap, he was forced to fight using what little armor and weapons he could spare, despite being horribly inept with physical combat where he became infected by what made the mythical beings mythical. Thought to be dead, he wandered around and hid from civilization of any sort, but quickly came out of hiding during present day.
Profession: Sorcerer
Rank: 0
HP: (6)
MP: (6)
STR: (1)
REF: (1)
INT: (5)
PSY: (5)
MP: (6)
STR: (1)
REF: (1)
INT: (5)
PSY: (5)
MP: 12/12
REF: 1
ATK: 8
DEF: 3
MA: 16
MD: 6
Weapons and armour:
Battleaxe (6/d8)
Shortsword (3/d8)
Wooden Staff (3/d6)
Dagger (3/d4)
Padded Leather Armour (1)
Spells:
None.
Equipment:
Lantern, flint and tinder
1x Small Potion of Replenishing (+5MP)
1x Small Potion of Healing (+5HP)
Gold: 22
XP: 2
XP to next level: 3
Name: Waldemar Nische
Gender: Male
Age: 76
Background/Description: Waldemar's life is best described as being boring, barely worth of description. His early life was a shelter, demanding parents have made sure to crush his youthful, imaginative mind under the weight of responsibilities, damnating his every error and conjuring up low self-esteem that would later prove crucial to the young wizard's career.
Having learned all he could have been offered, Waldemar joined the academy, where his craft would be put to test. Under the strain of constant labor, trying to prove himself to others, but most importantly, to himself, Waldemar managed to aquire a respectable position of a mentor in only 10 years, a position which he would hold for the next three decades.
Now decrepit and racked by his tired mind, he is to face, what is very probable to be his only journey.
Being a mage his whole life, hell, teaching magic as it is to the future generations, Waldemar was a versatile spellcaster with a wide array of various conjurations at his disposal. He proved to be especially frail due to his old age, but the wisdom that came with such, more than made up for it.
And yet his wisdom did not aid him when dealing with a legendary Sphinx he met by chance on his way to the town of Aereo. The sphinx threatened to attack him, and Waldemar was more than happy to slog it out with the beast. However, he chose instead to take its offer of answering its question. He did so, and was correct, and the Sphinx offered him a single wish in addition to his freedom. This is where Waldemar made a major error. He was getting old. He was tired. He was nearer the dark embrace of death than he cared to be, and he asked the Sphinx to make him "youthful again".
This was his mistake. Youthful again. The sphinx reverted him to a body of a 29 year old, and the mind he had before he joined the magical academy as a mentor and teacher in that far off land all those years ago. He had lost everything; his skill, his knowledge, his proficiency.
It has been one year since he made his crucial error. His personal age has begun to bleed through, and he is not as skilled at picking up the magical art as he once was, much to his chagrin.
Profession: Sorcerer
Rank: 0
HP: 7/10
MP: 12/12
REF: 1
ATK: 10
DEF: 4
MA: 17
MD: 5
Weapons and armour:
Shortsword (3/d8)
Dagger (3/d4)
Equipment:
Lantern, flint and tinder
1x Small Potion of Healing (+5HP)
1x Small Potion of Replenishing (+5MP)
1x Small Potion of Strength (+3ATK, +3DEF, +1 damage dealt)
Skills: None.
Gold: 20
XP: 2
XP to next level: 3
Gender: Male
Age: 76
Background/Description: Waldemar's life is best described as being boring, barely worth of description. His early life was a shelter, demanding parents have made sure to crush his youthful, imaginative mind under the weight of responsibilities, damnating his every error and conjuring up low self-esteem that would later prove crucial to the young wizard's career.
Having learned all he could have been offered, Waldemar joined the academy, where his craft would be put to test. Under the strain of constant labor, trying to prove himself to others, but most importantly, to himself, Waldemar managed to aquire a respectable position of a mentor in only 10 years, a position which he would hold for the next three decades.
Now decrepit and racked by his tired mind, he is to face, what is very probable to be his only journey.
Being a mage his whole life, hell, teaching magic as it is to the future generations, Waldemar was a versatile spellcaster with a wide array of various conjurations at his disposal. He proved to be especially frail due to his old age, but the wisdom that came with such, more than made up for it.
And yet his wisdom did not aid him when dealing with a legendary Sphinx he met by chance on his way to the town of Aereo. The sphinx threatened to attack him, and Waldemar was more than happy to slog it out with the beast. However, he chose instead to take its offer of answering its question. He did so, and was correct, and the Sphinx offered him a single wish in addition to his freedom. This is where Waldemar made a major error. He was getting old. He was tired. He was nearer the dark embrace of death than he cared to be, and he asked the Sphinx to make him "youthful again".
This was his mistake. Youthful again. The sphinx reverted him to a body of a 29 year old, and the mind he had before he joined the magical academy as a mentor and teacher in that far off land all those years ago. He had lost everything; his skill, his knowledge, his proficiency.
It has been one year since he made his crucial error. His personal age has begun to bleed through, and he is not as skilled at picking up the magical art as he once was, much to his chagrin.
Profession: Sorcerer
Rank: 0
HP: (4)
MP: (6)
STR: (2)
REF: (1)
INT: (7)
PSY: (4)
MP: (6)
STR: (2)
REF: (1)
INT: (7)
PSY: (4)
MP: 12/12
REF: 1
ATK: 10
DEF: 4
MA: 17
MD: 5
Weapons and armour:
Shortsword (3/d8)
Dagger (3/d4)
Equipment:
Lantern, flint and tinder
1x Small Potion of Healing (+5HP)
1x Small Potion of Replenishing (+5MP)
1x Small Potion of Strength (+3ATK, +3DEF, +1 damage dealt)
Skills: None.
Gold: 20
XP: 2
XP to next level: 3
Name: Sir Impressio de Victoire
Gender: Male
Age: 26
Background/Description: As one of the most difficult of Lord Armand Victoire's knights to get on with, Sir Impressio was sent straight to the front line at the first opportunity. Sir Impressio considers himself the most important figure in any given situation, and is only occasionally right. He stands nearly seven feet tall, covered in muscles and quivering with barely-restrained machismo. His short black hair and oversized moustache neatly frame a pair of watery blue eyes and a large Roman nose. He could, perhaps, be called handsome, if anyone could find the time between calling him a reckless fool and an overbearing incompetent.
Profession: Knight
Rank: 0
HP: 15/15
MP: 10/10
REF: 0
ATK: 16
DEF: 10
MA: 0
MD: 5
Weapons and armour:
Sword (4/d8)
Dagger (3/d4)
Plate Armour (5)
Shield (Gives ability Parry)
Equipment:
Lantern, flint and tinder
Skills:
Parry
Gold: 25
XP: 2
XP to next level: 3
Gender: Male
Age: 26
Background/Description: As one of the most difficult of Lord Armand Victoire's knights to get on with, Sir Impressio was sent straight to the front line at the first opportunity. Sir Impressio considers himself the most important figure in any given situation, and is only occasionally right. He stands nearly seven feet tall, covered in muscles and quivering with barely-restrained machismo. His short black hair and oversized moustache neatly frame a pair of watery blue eyes and a large Roman nose. He could, perhaps, be called handsome, if anyone could find the time between calling him a reckless fool and an overbearing incompetent.
Profession: Knight
Rank: 0
HP: (6)
MP: (4)
STR: (8)
REF: (0)
INT: (0)
PSY: (6)
MP: (4)
STR: (8)
REF: (0)
INT: (0)
PSY: (6)
MP: 10/10
REF: 0
ATK: 16
DEF: 10
MA: 0
MD: 5
Weapons and armour:
Sword (4/d8)
Dagger (3/d4)
Plate Armour (5)
Shield (Gives ability Parry)
Equipment:
Lantern, flint and tinder
Skills:
Parry
Gold: 25
XP: 2
XP to next level: 3
Upgrades use the same effect as the old ability, bar the stated changes in the new ability.
Sorcerers; One per level.
Predict/1MP/Reduce damage you take from an attack by d4.
Strength/2MP/Select yourself or an ally. Target gets +3 ATK for two turns. Any physical damage target deals gets a +1 bonus for two turns.
Agility/2MP/+3REF for this turn. This can be used in addition to another spell or a physical attack in the same turn.
Divine/2MP/Select an opponent. You gain knowledge of that opponent’s next move and any abilities they have.
Leech/2MP/Non-aligned magical attack. Damage dealt is equal to your MA-their MD. Gain half the damage you inflict with this attack as HP. Round half figures up. Maximum HP gain is 30.
Drain/4MP/Reduce a target opponent’s ATK, DEF or REF by 2. You gain 2 ATK/DEF/REF (the same as you reduced) for this turn. This can be used in addition to another spell or a physical attack in the same turn.
Calculated Blow/2MP/On your next attack, you will not miss. You will inflict 2 additional damage.
Knock/3MP/Non-aligned physical spell. Deals opponent’s level as damage, regardless of MA or DEF. An opponent whose level is lower than yours misses their next turn.
Wound/3MP/Non aligned physical spell. Inflict (your level)+4 damage to any target.
Fireball/3MP/Fire physical spell. Deals 5 damage. Roll a d10. On a 9 or a 10, you set your target alight and that opponent takes fire damage.
Icicle/3MP/Ice physical spell. Deals 5 damage. Roll a d10. On a 10, reduce target’s DEF by 5.
Spark/3MP/Electrical physical spell. Deals 5 damage. Roll a d10. On a 9 or a 10, your opponent is paralysed in shock and misses their next turn.
Cascade/6MP/Water physical spell. This attack inflicts 20 damage. Roll a d10. On a 6 or higher, your opponent is knocked off their feet by a cascade of water and misses their next turn. If used on an opponent that is on fire, the fire is put out.
Flame Jet/6MP/Fire physical spell. This attack inflicts 15 damage. Roll a d10. On a 6 or higher, you set your target alight and that opponent takes fire damage. If an opponent that is paralysed is hit by this attack, inflict a further 5 damage.
Lightning Bolt/6MP/Electrical physical spell. This attack inflicts 10 damage. Roll a d10. On an 8 or higher, your opponent is paralysed in shock and misses their next turn. If you used a water attack last turn, you inflict an additional 10 damage.
Crystal Hurl/7MP/Ice physical spell. Roll a d10. This attack inflicts 15 damage. On an 8 or higher, opponent’s DEF is treated as 0 for this attack, and the damage dealt is equal to your MA-their DEF instead of the usual damage dealt.
Fissure/10MP/Non-aligned physical spell. This spell deals (opponent’s level)+(your level) damage upon a successful attack.
Shadowbolt/10MP/Dark magical attack. A bolt of black energy is sent at a target. If it hits, the bolt inflicts 2d6+10 damage, minus Armour Class. Usual Magical attack damage is ignored. This attack may be used twice in one turn, but not in combination with any other spell.
Banshee’s Shriek/20MP/Non-aligned magical attack. Damage dealt is equal to your MA-their MD. This spell targets all opponents.
Cerberus’ Clamp/20MP/Non-aligned magical attack. Damage dealt is equal to your MA-their MD. An opponent damaged by this spell loses 10 ATK and DEF.
Dragons’ Breath/20MP/Fire physical spell. Damage dealt is equal to your MA-their DEF. This spell sets an opponent alight and they take fire damage. This spell reduces a damaged opponent’s DEF and MD by 10.
Heal/-MP/You may pay any amount of MP to use this spell. Target one individual (self, allies or enemies). They gain (MP spent)/2 rounded down in HP.
Illusion/2MP/For this turn, all opponents’ attacks miss. This ability may only be used twice in a single battle.
Stunner/5MP/Non-aligned magical attack. Roll a d10. On an 8 or higher, your opponent misses their next turn.
Billowing Smoke/3MP/All attacks this turn by both the party and the opponent miss.
Channel/5MP/All damage you deal this turn is doubled. This can be used in addition to another spell or a physical attack in the same turn.
Haunt/10MP/Until the end of battle, one opponent loses 10 ATK, 10 DEF and 10 REF.
Direct/10MP/Until the end of battle, all allies’ MA stats increase by 5. This may be used multiple times.
Learn/25MP/Select an opponent. You gain one of their abilities chosen at random until the end of the battle. You may only use this once per opponent.
Psychic Absorption/10MP/Non-aligned magical attack. Damage dealt is equal to your MA-their MD. If you deal any damage to an opponent with this ability, they lose the same amount from their MP, and you gain this amount.
Pull/7MP/An opponent misses the next two turns. During this time, all melee attacks against this opponent miss and all non-melee attacks directed at this opponent deal double damage.
Telekinetic Slam/8MP/Non-aligned physical spell. Damage dealt is equal to your MA-their DEF. Select up to two opponents. You attack selected opponents this turn, and all selected opponents miss their next turn.
Psychic Rend/10MP/Non-aligned physical spell. Damage dealt is equal to your MA-their DEF. Reduce target’s DEF by 10 permanently.
Call of the Wild/10MP/All opponents with Wild in their name attack another opponent this turn.
Gravity/10MP/Select one opponent. They are held to the ground by extreme gravitational force. They may escape this by rolling d20 under their STR. d20 may only be rolled once per turn for this effect.
Rune of Dread/10MP/Target an opponent. Until the end of the battle, that opponent loses 10 DEF.
Summon Armour/10MP/The caster's clothing and current armour is transformed into jet black plate of Armour Class 5 for one battle.
Summon Blade/15MP/You summon a Vorpal Sword (6/d10+2) to your hand. You may only summon one Vorpal Sword at a time. The Vorpal Sword does not disappear after battle. If you offer it to another character, the blade attacks you of its own accord, then disappears.
Summon Totem/15MP/Summons a Totem to the field (15DEF, 15MD, 30HP). The Totem cannot be healed. Roll a d4. Depending on the result, the totem grants one of the following effects for as long as it is on the field: (1) All allied attacks gain a +(level/2) damage bonus. (2) All opponents’ REFs are reduced by 15. (3) All opponents’ DEFs are reduced by 10. (4) All opponents cannot attack the same target twice in a row (includes Totem).
Petrify/15MP/Non-aligned physical spell. Upon a successful hit, this spell turns a target to stone. They are considered defeated, but any loot that would have been gained by defeating them normally is not received by players. This spell cannot by used against opponents whose MD is greater than yours or whose MA is greater than yours.
Summon Construct/20MP/Summons a Golem to the field (30ATK, 30DEF, 0REF, 0MA, 0MD, 50HP). The Golem cannot be healed. The Golem joins your party as an allied NPC under your control for the duration of the battle. You may only have one Golem under your control at any one time.
Summon Construct/20MP/Summons a Golem to the field (30ATK, 30DEF, 1REF, 0MA, 0MD, 50HP, using a FLAIL [3/d6]). The Golem cannot be healed. The Golem joins your party as an allied NPC under your control for the duration of the battle. You may only have one Golem under your control at any one time.
Animate/20MP/You may add an opponent that was killed last turn to your party by paying the cost of this ability and its level in MP as an additional cost. That opponent fights alongside you as an NPC as it fought against you. It loses 10% of its HP every turn. (It may be healed.) If you are killed, this NPC is also killed. It stays with the party after the battle ends. This ability may be used outside of battle. You may only have two such NPCs under your control at any one time.
Revive/50MP/You may revive a dead player character to full health. Any status effects applied by an opponent that this player had upon death are reapplied to the revived player. This ability requires 50MP to use and 10 turns of cooldown time. This cannot be avoided, reduced or used otherwise, no exceptions.
Strength/2MP/Select yourself or an ally. Target gets +3 ATK for two turns. Any physical damage target deals gets a +1 bonus for two turns.
Agility/2MP/+3REF for this turn. This can be used in addition to another spell or a physical attack in the same turn.
Divine/2MP/Select an opponent. You gain knowledge of that opponent’s next move and any abilities they have.
Leech/2MP/Non-aligned magical attack. Damage dealt is equal to your MA-their MD. Gain half the damage you inflict with this attack as HP. Round half figures up. Maximum HP gain is 30.
Drain/4MP/Reduce a target opponent’s ATK, DEF or REF by 2. You gain 2 ATK/DEF/REF (the same as you reduced) for this turn. This can be used in addition to another spell or a physical attack in the same turn.
Calculated Blow/2MP/On your next attack, you will not miss. You will inflict 2 additional damage.
Knock/3MP/Non-aligned physical spell. Deals opponent’s level as damage, regardless of MA or DEF. An opponent whose level is lower than yours misses their next turn.
Wound/3MP/Non aligned physical spell. Inflict (your level)+4 damage to any target.
Fireball/3MP/Fire physical spell. Deals 5 damage. Roll a d10. On a 9 or a 10, you set your target alight and that opponent takes fire damage.
Icicle/3MP/Ice physical spell. Deals 5 damage. Roll a d10. On a 10, reduce target’s DEF by 5.
Spark/3MP/Electrical physical spell. Deals 5 damage. Roll a d10. On a 9 or a 10, your opponent is paralysed in shock and misses their next turn.
Cascade/6MP/Water physical spell. This attack inflicts 20 damage. Roll a d10. On a 6 or higher, your opponent is knocked off their feet by a cascade of water and misses their next turn. If used on an opponent that is on fire, the fire is put out.
Flame Jet/6MP/Fire physical spell. This attack inflicts 15 damage. Roll a d10. On a 6 or higher, you set your target alight and that opponent takes fire damage. If an opponent that is paralysed is hit by this attack, inflict a further 5 damage.
Lightning Bolt/6MP/Electrical physical spell. This attack inflicts 10 damage. Roll a d10. On an 8 or higher, your opponent is paralysed in shock and misses their next turn. If you used a water attack last turn, you inflict an additional 10 damage.
Crystal Hurl/7MP/Ice physical spell. Roll a d10. This attack inflicts 15 damage. On an 8 or higher, opponent’s DEF is treated as 0 for this attack, and the damage dealt is equal to your MA-their DEF instead of the usual damage dealt.
Fissure/10MP/Non-aligned physical spell. This spell deals (opponent’s level)+(your level) damage upon a successful attack.
Shadowbolt/10MP/Dark magical attack. A bolt of black energy is sent at a target. If it hits, the bolt inflicts 2d6+10 damage, minus Armour Class. Usual Magical attack damage is ignored. This attack may be used twice in one turn, but not in combination with any other spell.
Banshee’s Shriek/20MP/Non-aligned magical attack. Damage dealt is equal to your MA-their MD. This spell targets all opponents.
Cerberus’ Clamp/20MP/Non-aligned magical attack. Damage dealt is equal to your MA-their MD. An opponent damaged by this spell loses 10 ATK and DEF.
Dragons’ Breath/20MP/Fire physical spell. Damage dealt is equal to your MA-their DEF. This spell sets an opponent alight and they take fire damage. This spell reduces a damaged opponent’s DEF and MD by 10.
Heal/-MP/You may pay any amount of MP to use this spell. Target one individual (self, allies or enemies). They gain (MP spent)/2 rounded down in HP.
Illusion/2MP/For this turn, all opponents’ attacks miss. This ability may only be used twice in a single battle.
Stunner/5MP/Non-aligned magical attack. Roll a d10. On an 8 or higher, your opponent misses their next turn.
Billowing Smoke/3MP/All attacks this turn by both the party and the opponent miss.
Channel/5MP/All damage you deal this turn is doubled. This can be used in addition to another spell or a physical attack in the same turn.
Haunt/10MP/Until the end of battle, one opponent loses 10 ATK, 10 DEF and 10 REF.
Direct/10MP/Until the end of battle, all allies’ MA stats increase by 5. This may be used multiple times.
Learn/25MP/Select an opponent. You gain one of their abilities chosen at random until the end of the battle. You may only use this once per opponent.
Psychic Absorption/10MP/Non-aligned magical attack. Damage dealt is equal to your MA-their MD. If you deal any damage to an opponent with this ability, they lose the same amount from their MP, and you gain this amount.
Pull/7MP/An opponent misses the next two turns. During this time, all melee attacks against this opponent miss and all non-melee attacks directed at this opponent deal double damage.
Telekinetic Slam/8MP/Non-aligned physical spell. Damage dealt is equal to your MA-their DEF. Select up to two opponents. You attack selected opponents this turn, and all selected opponents miss their next turn.
Psychic Rend/10MP/Non-aligned physical spell. Damage dealt is equal to your MA-their DEF. Reduce target’s DEF by 10 permanently.
Call of the Wild/10MP/All opponents with Wild in their name attack another opponent this turn.
Gravity/10MP/Select one opponent. They are held to the ground by extreme gravitational force. They may escape this by rolling d20 under their STR. d20 may only be rolled once per turn for this effect.
Rune of Dread/10MP/Target an opponent. Until the end of the battle, that opponent loses 10 DEF.
Summon Armour/10MP/The caster's clothing and current armour is transformed into jet black plate of Armour Class 5 for one battle.
Summon Blade/15MP/You summon a Vorpal Sword (6/d10+2) to your hand. You may only summon one Vorpal Sword at a time. The Vorpal Sword does not disappear after battle. If you offer it to another character, the blade attacks you of its own accord, then disappears.
Summon Totem/15MP/Summons a Totem to the field (15DEF, 15MD, 30HP). The Totem cannot be healed. Roll a d4. Depending on the result, the totem grants one of the following effects for as long as it is on the field: (1) All allied attacks gain a +(level/2) damage bonus. (2) All opponents’ REFs are reduced by 15. (3) All opponents’ DEFs are reduced by 10. (4) All opponents cannot attack the same target twice in a row (includes Totem).
Petrify/15MP/Non-aligned physical spell. Upon a successful hit, this spell turns a target to stone. They are considered defeated, but any loot that would have been gained by defeating them normally is not received by players. This spell cannot by used against opponents whose MD is greater than yours or whose MA is greater than yours.
Summon Construct/20MP/Summons a Golem to the field (30ATK, 30DEF, 0REF, 0MA, 0MD, 50HP). The Golem cannot be healed. The Golem joins your party as an allied NPC under your control for the duration of the battle. You may only have one Golem under your control at any one time.
Summon Construct/20MP/Summons a Golem to the field (30ATK, 30DEF, 1REF, 0MA, 0MD, 50HP, using a FLAIL [3/d6]). The Golem cannot be healed. The Golem joins your party as an allied NPC under your control for the duration of the battle. You may only have one Golem under your control at any one time.
Animate/20MP/You may add an opponent that was killed last turn to your party by paying the cost of this ability and its level in MP as an additional cost. That opponent fights alongside you as an NPC as it fought against you. It loses 10% of its HP every turn. (It may be healed.) If you are killed, this NPC is also killed. It stays with the party after the battle ends. This ability may be used outside of battle. You may only have two such NPCs under your control at any one time.
Revive/50MP/You may revive a dead player character to full health. Any status effects applied by an opponent that this player had upon death are reapplied to the revived player. This ability requires 50MP to use and 10 turns of cooldown time. This cannot be avoided, reduced or used otherwise, no exceptions.
Adrenaline Release/1MP/+1 REF, +1 ATK for one turn.
Inhale/1MP/C1/+2 ATK for one turn.
Exhale/1MP/C1/+2 DEF for one turn.
Parry/3MP/When you are attacked with a physical weapon, roll a d10. On a 9 or 10, reduce all damage from that attack to 0. You cannot attack this turn. However, if you have a shield, you may attack this turn, and this ability costs 0MP (Parry is considered a shield block).
Slam/3MP/+10 ATK for one turn. Lose 3HP.
Floor/3MP/C4/You take double damage this turn. You cannot attack this turn. Select one opponent. If that opponent has lower REF than you, that opponent misses its turn. That opponent takes (opponent level*2) damage and misses its next turn regardless of its REF.
Disarm/4MP/Any opponent who attacks you this turn using a weapon loses their weapon. This is considered on the ground. Any character may spend one turn to pick it up and use it. If two or more characters go for the weapon, the one with the highest REF score gets it. If the highest REF is tied, then d20 is rolled per tied player until one players gets a higher roll than the others.
Smash/4MP/+15 ATK for one turn. Lose 4HP. You must have Slam to learn this skill.
Drive/5MP/+15 REF, +10 damage bonus for one turn. You lose an additional 2HP for every successful attack against you for two turns. This effect stacks if you use Drive repeatedly.
Boundless Rage/8MP/You must have Drive in order to learn this ability. For this turn, your ATK is doubled. You take double damage this turn and next turn. This effect does not stack if you use Boundless Rage repeatedly.
Defend/8MP/Opponents that would attack any ally attack you instead for this turn. If this conflicts with an ally’s ability, the player with the highest DEF takes precedence.
Retaliate/10MP/You must have Defend in order to learn this ability. This is an upgrade to Defend. If you are attacked more than once in one turn, your DEF stat is increased by 25% (to the nearest whole number) per succeeding attack after the first for that turn. If your DEF is higher than your attacker’s ATK, the difference is inflicted to them as damage.
Counterattack/25MP/You must have Retaliate and Parry in order to learn this ability. You must declare this ability’s activation at the start of a turn. You may not declare an attack this turn. If you are attacked physically by any opponent, that attack is negated. You then attack that opponent automatically. You deal double damage. This occurs for every opponent that attacks you this turn. If you are not attacked, you gain 20MP.
Deep Breaths/0MP/This is a passive ability. You must have Inhale, Exhale and three other abilities in order to learn this ability. Regain an additional 5MP per turn. Inhale and Exhale provide a +(your rank) bonus instead of +2.
Main Gauche/0MP/This is a passive ability. You must have three other abilities to learn this ability. You may use a dagger or shortsword in your off-hand in addition to any one-handed weapon in his main. An off hand weapon in this sense replaces your shield. At the start of each turn, you decide whether to use it as a guard, providing +2 DEFENCE, or a weapon, reducing your DEFENCE to 0 for that round but making a separate Hit Roll for each weapon. You can only attack a single opponent in this way.
Florentine/0MP/This is a passive ability. You must have Main Gauche in order to learn this ability. This is an upgrade to the skill Main Gauche. Instead of a dagger or a shortsword, you may use any one handed weapon, effectively allowing you to dual wield any one handed weapon. You may attack different opponents with each weapon if you use both to attack.
Weaponsmaster/0MP/This is a passive ability. When you attack, if you roll a 1, 2 or 3 on d20, regardless of what your ATK and what your opponent's DEF are, you make a critical hit. This deals the weapon's normal damage immediately, ignoring armour.
Inhale/1MP/C1/+2 ATK for one turn.
Exhale/1MP/C1/+2 DEF for one turn.
Parry/3MP/When you are attacked with a physical weapon, roll a d10. On a 9 or 10, reduce all damage from that attack to 0. You cannot attack this turn. However, if you have a shield, you may attack this turn, and this ability costs 0MP (Parry is considered a shield block).
Slam/3MP/+10 ATK for one turn. Lose 3HP.
Floor/3MP/C4/You take double damage this turn. You cannot attack this turn. Select one opponent. If that opponent has lower REF than you, that opponent misses its turn. That opponent takes (opponent level*2) damage and misses its next turn regardless of its REF.
Disarm/4MP/Any opponent who attacks you this turn using a weapon loses their weapon. This is considered on the ground. Any character may spend one turn to pick it up and use it. If two or more characters go for the weapon, the one with the highest REF score gets it. If the highest REF is tied, then d20 is rolled per tied player until one players gets a higher roll than the others.
Smash/4MP/+15 ATK for one turn. Lose 4HP. You must have Slam to learn this skill.
Drive/5MP/+15 REF, +10 damage bonus for one turn. You lose an additional 2HP for every successful attack against you for two turns. This effect stacks if you use Drive repeatedly.
Boundless Rage/8MP/You must have Drive in order to learn this ability. For this turn, your ATK is doubled. You take double damage this turn and next turn. This effect does not stack if you use Boundless Rage repeatedly.
Defend/8MP/Opponents that would attack any ally attack you instead for this turn. If this conflicts with an ally’s ability, the player with the highest DEF takes precedence.
Retaliate/10MP/You must have Defend in order to learn this ability. This is an upgrade to Defend. If you are attacked more than once in one turn, your DEF stat is increased by 25% (to the nearest whole number) per succeeding attack after the first for that turn. If your DEF is higher than your attacker’s ATK, the difference is inflicted to them as damage.
Counterattack/25MP/You must have Retaliate and Parry in order to learn this ability. You must declare this ability’s activation at the start of a turn. You may not declare an attack this turn. If you are attacked physically by any opponent, that attack is negated. You then attack that opponent automatically. You deal double damage. This occurs for every opponent that attacks you this turn. If you are not attacked, you gain 20MP.
Deep Breaths/0MP/This is a passive ability. You must have Inhale, Exhale and three other abilities in order to learn this ability. Regain an additional 5MP per turn. Inhale and Exhale provide a +(your rank) bonus instead of +2.
Main Gauche/0MP/This is a passive ability. You must have three other abilities to learn this ability. You may use a dagger or shortsword in your off-hand in addition to any one-handed weapon in his main. An off hand weapon in this sense replaces your shield. At the start of each turn, you decide whether to use it as a guard, providing +2 DEFENCE, or a weapon, reducing your DEFENCE to 0 for that round but making a separate Hit Roll for each weapon. You can only attack a single opponent in this way.
Florentine/0MP/This is a passive ability. You must have Main Gauche in order to learn this ability. This is an upgrade to the skill Main Gauche. Instead of a dagger or a shortsword, you may use any one handed weapon, effectively allowing you to dual wield any one handed weapon. You may attack different opponents with each weapon if you use both to attack.
Weaponsmaster/0MP/This is a passive ability. When you attack, if you roll a 1, 2 or 3 on d20, regardless of what your ATK and what your opponent's DEF are, you make a critical hit. This deals the weapon's normal damage immediately, ignoring armour.
Below is a list of all known stats of weapons in PA. It is by no means a complete list, but as you find weapons, you as forumers will know what the stats are, so I might as well catalogue them for you as you find them.
Dagger 3/d4
Staff 3/d6
Shortsword 3/d8
Sword 4/d8
Mace 4/d6
Cudgel 3/d3
Battleaxe 6/d8
Pike 5/d10
Staff 3/d6
Shortsword 3/d8
Sword 4/d8
Mace 4/d6
Cudgel 3/d3
Battleaxe 6/d8
Pike 5/d10