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Mano a Mano Fantasy:Magical Powers
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===Magical Abilities=== ;Necromancy: Necromancy is the art of communicating with the dead. Although the term necromancer has acquired dark connotations, necromancy itself does not necessarily involve dark deeds such as reanimating corpses or deadly spells. Clairvoyants and and psychic mediums are more typical examples of necromancy. Necromancy ability is a bonus to attempts to communicate with the spirit world. ;Potion Making: Potion making is an ability which is used to create single-use items with magical effects. Some common types of potions are healing potions, love potions, and sleeping potions. ;[[Image:MaMzombie.jpg|189px|right]]Zombie Mastery: Zombie mastery is an ability which allows a character to make undead zombies from an incapacitated or recently deceased people. It takes time to create a zombie so the zombie master cannot simply raise fallen foes as undead servants. The zombie has the agility, speed, toughness and power of the person but none of the person's abilities or qualities except for template abilities and qualities. The zombie master can control one zombie for each level of his zombie mastery. The zombie master can only issue one command per turn. The zombies only do what the master tells them and cannot perform extremely complicated tasks. ;Golem mastery: Golem mastery is an ability which allows a character to create an artificial person. The golem master can only control one golem at a time, but the golem master can design the golem as he sees fit, and the CP of the golem improves with each level of golem mastery. A golem can do complex tasks but it interprets instructions literally, sometimes with unexpected results. ;Telekinesis: Telekinesis is the ability to move things without touching them. The character is able to move things as if they were being carried or thrown with agility equal to the telekinesis ability and power equal to half of the telekinesis ability, rounded down. ;[[Image:MaMfire-knives.jpg|198px|right]]Pyrokinesis: Pyrokinesis is the ability to magically start and control fires. Typically this ability is used to throw fireballs or light people on fire. The damage and attack modifier of a fire attack is equal to the character's pyrokinesis ability level. When a character is hit by a successful fire attack they take 1 point of fire damage every turn until they drop to the ground and put the fire out. ;Illusion: Illusion is the ability to confuse the senses of others and create convincing impressions of things that aren't real. Illusion can be used strategically in two ways. If a victim is not expecting the illusion, the illusionist can trick the victim into thinking they have seen something which is not real. If the victim is expecting the illusion, the illusion can still prevent the victim from seeing what is really there including real threats. ;Coercion: This ability allows a character to control another character's actions against their will. First the character using coercion must make a success roll using their coercion ability level. Then, on his own turn, the character using coercion can either perform an action or have the character he is controlling perform an action. The character being controlled cannot perform actions on his turn, but he can try to break free of the coercion by a success roll against the difficulty 10 + the controller's ability. ;Magical Defense: Magical defense is an ability which can be used as a defense against magic and other attacks. The defense value of this ability is 10 plus the character's magical defense ability level. It can be used instead of a character's agility-based defenses, and it can also be used as a difficulty for magical powers used against the character like illusion and control. ;[[Image:MaMbright-light.jpg|201px|right]]Illumination: Illumination is the ability to create a bright light for seeing at night and in dark places. The ability level determines the brightness of the light. When illumination is first activated anyone who is facing the light and not prepared for it will be blinded for a number of turns equal to the illumination ability modifier. ;Frog (or Toad or Pig): Frog is the ability to turn people into frogs. This also includes the ability to turn people back into whatever they were before becoming a frog. Characters could also have abilities to turn people into other animals, plants or inanimate objects, but each ability allows the character to turn other characters into only one thing. Turning people into a frog requires a success roll. Turning people back into what they were is always successful. ;Dispel: This is the ability to undo the effect of any magical power except for damage and side effects such as blindness from the illumination power. Dispelling an effect requires a success roll. The difficulty is usually 10 plus the modifier of the ability that caused the effect.
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