Re: Dark Gate OOC Thread
Skills!
Quieting Blow - The character spends 4 EP (per attack utilizing this skill) and makes a melee attack at -10 attack and damage. On a successful hit, their target is Sealed for the character's resistance - 5. On a miss the EP is lost. Unlike normal seals, this cannot be removed through non-magical means and only lasts until the end of the character's next turn. This skill can be used even when the character is Sealed or wearing a Sealing Collar, and does not affect the maximum amount of EP useable per turn due to Spirit Ceiling Requires Mage-Hunter or Spirit-Oppressor.
Caster Breaker - The character spends X EP (per attack utilizing this skill) and makes a melee attack at -12 attack and damage. On a successful hit, the character then makes a resistance check with a bonus of X against the target. On success, the target's Base Casting and Spirit Ceiling are lowered by X until the end of the encounter. On failure, regardless of whether the character misses or fails the resistance check, the EP is lost. This skill can be used even when the character is Sealed or wearing a Sealing Collar, and does not affect the maximum amount of EP useable per turn due to Spirit Ceiling. X may not be greater than 10 on any given round. Requires Mage-Hunter or Spirit-Oppressor.
Iron Body (Passive) - Using Full Defense also grants the character Damage Reduction 1/2 for that round. Requires Unarmed Fighter.
Spell! Was considering level 3 so that it could be enchanted on a ring or something, but experienced mage cheese would be applicable there.
(Level 4, Arcane) Detect Energy (Utility) [The caster makes a resistance check against a target actor or makes a resistance + 4 check against the initial caster of a targeted spell, effect, or area. On a success against a target actor this acts as a debuff, costing 1 EP per round upkeep and lasting until dispelled or dismissed, which grants the caster knowledge of all buffs or other effects either on or in use by the target caster. On success against a target spell, effect, or area it grants information about what magic or powers are currently in effect nearby.]
Ritual!
Energy Detection Field
Ritual Cost: 30 denarii
Ritual Time: 20 minutes.
Ritual Requirements: Focus in Arcane, Countermage Feat
Description: Creates a stationary field centered on the caster that fills the room that the caster is in or, if used outdoors or in a very large area, is mind/10 * 5 feet in diameter. Anytime a character is under the effect of magic, or any other sort of spell or power is in effect in the Energy Detection Field Area, an automatic caster's resistance + 10 check is made each round against the character or, in the latter's case, the spell or power's user. On success, the caster and any allies or other actors designated during the ritual's initial use within sight of the field will immediately gain any benefit they would have gained from using Detect Energy on the spell, power, or character. This field lasts mind/10 hours or until dismissed by the caster.
Power change suggestion! SPIRITUAL VAMPIRISM.
Soul Rip
This painful attack tears a portion of the target's soul off, allowing the character to consume it.
-The character pays X EP.
-The character then chooses one of the following:
1) The touched creature takes (2d8 + 2) * X damage, and must win a Resistance check against the character or they also lose 2X EP, which the character then regains.
2) If the character is grappling with the target, they may attempt a bite attack instead. The bitten character takes 1d8 * X EP damage, of which the character regains 1/4.