Prime

Tareh

Reality Strikers

Classic/Alt

Previous TAWs

Magic Skills:

Magik Offense Augmentation: With this skill, you can increase you MO level cap by another 5 points. Note: this ability must be completely maxed out to go into effect. Prerequisite: None / Total Point Slots: 20

Magik Defense Augmentation: With this skill, you can increase your MD level cap by another 5 points. Note: this ability must be completely maxed out to go into effect. Prerequisite: None / Total Point Slots: 20

Magik Offense Boost: You can permenantly boost your Magik Offense by 10 points. Note: this ability must be completely maxed out to go into effect. Prerequisite: None / Total Point Slots: 30

Magik Weapon Boost: You can use your magic to increase the strength of your weapon by +2 attack. Note: this ability must be completely maxed out to go into effect. Prerequisite: None / Total Point Slots: 15

Elemental Weapon Add-On: You can add any type of element to your weapon, which will then cause that type of damage as well when using the weapon. You can only have one element on your weapon at a time. The more points you put into this skill, the more effective and long lasting the element will become. Prerequisite: None / Total Point Slots: 15

Magik Shield Lv.1: You can put up a shield of magik energy around you to protect you from damage. This will absorb some magik thrown your way, and will stop three physical attacks from striking you. The more points you put into this skill, the more able-bodied the shield will become at stopping other magik attacks. Prerequisite: None / Total Point Slots: 15

Magik Shield Lv.2: You can put up a shield of magik energy around you to protect you from damage. This will absorb most magik thrown your way, and will stop five physical attacks from striking you. The more points you put into this skill, the more able-bodied the shield will become at stopping other magik attacks. Prerequisite: Magik Shield Lv. 1 Maxed Out / Total Point Slots: 20

Ultimate Magik Defense Shield*: You are temporarily immune to all damage thrown at you with this magik shield. It will only last a limited amount of time, but during that period, you are completely invincible from almost any attack. Perhaps only the Gods would be able to strike you in this state, and perhaps even they will fail. Note: this must be completely maxed out to go into effect. Prerequisite: Magik Shield Lv. 2 Maxed Out / Total Point Slots: 30

Ice Shield: You can create a shield of ice to block physical attacks and projectiles from striking you, and then use the shield to club your enemies. The more points you put into this skill, the more durable the shield will become. Prerequisite: None / Total Point Slots: 10

Turbulence: Creates a sustained amount of chaotic, uncontrollable wind, knocking foes and objects alike around randomly. Can be used to inhibit sailing, travelling, attacking enemies and other inventive purposes. Prerequisite: None / Total Point Slots: 10

Tornado: Your character can use their magic to perform a tornado like attack on enemies, designed specifically for causing damage and tossing their weapons around if they're too weak to hold on. It is stronger than Gale Burst Lv. 3 but is designed to target only two enemies at most. It uses a moderate amount of energy magic. Prerequisite: None / Total Point Slots: 10

Gale Storm*: A special energy attack, your character is capable of performing a massive surge of wind magic against a single opponent which is capable of large amounts of damage and knocking them away from the character. This uses up no magic energy, but can only be performed when the GM lets you know when your character is capable of using it again. Prerequisite: Gale Burst Lv. 3 Maxed Out / Total Point Slots: 10

Earth Crunch: Your character is capable of performing a moderate earth attack that causes the ground to grab a limb of a person (depending on what limb is touching the ground) and encase it in the land and squeeze. This is capable of damaging armor and bone. Prerequisite: None / Total Point Slots: 5

Earth Coffin*: A special energy attack, your character is capable of performing a deadly encasing of a person with the ground and crunching them with it. This attack is designed to kill if the person's Magik Defense is lower than 4. Prerequisite: None / Total Point Slots: 10

Golem: You can create a golem made from the earth itself to attack your enemies. It's not the strongest form of the golems can take, but it will do your bidding and attack the enemy with great force. The more points you add to this skill, the more effective the golem will become. Prerequisite: Magik Offense 15 / Total Point Slots: 20

Super Fireball: Your character can launch a large ball of fire a great distance at an enemy to set them on fire if their magic defense is too low (or if they don't have a spell to counter it). This attack is designed to destroy an enemy to cinder from a far distance. The better your range stat skill is, the better your aim will be. Prerequisite: None / Total Point Slots: 5

Flame Thrower: Your character can unleash a wave of fire a short distance at multiple enemies to keep them away from their body. Prerequisite: None / Total Point Slots: 5

Inferno*: Your character can unleash the full range of their magic energy into a blazing inferno that shoots up from a person's feet and engulfs them in a firey tornado of flames that is designed to kill and destroy the target. Prerequisite: None / Total Point Slots: 10

Water Torrent*: A massive wave of water attacks the enemy or group of enemies form multiple sides, dealing heavy damage and knocking them around. This ability uses no magic energy if water is nearby and only a little if there isn't. However it can only be used several times a session when the GM says the ability is available again. This can even make the gods wet and confused. More effective iff the water comes from a source of water nearby, but moister in the air will do as well. Note this ability must be completely maxed out to go into effect.
Requirements: Magic Attack 7 / Points: 10

Acid Rain: Skill that showers an area of enemies with a mild water spell intended to weaken defense to attacks and slowly destroy armor if uninhindered or shielded. The more points added, the more effective it becomes. Prerequisite: None / Total Point Slots: 5

Veiling Mist: Creates a mystic fog that makes it difficult to aim properly, except when right next to an opponent. Especially effective on ranged attackers. Lowers accuracy of all affected unless they can function on senses other than sight. The more points added, the more effective the fog will become. Prerequisite: None / Total Point Slots: 5

Drown: The caster affects existing water and creates a whirlpool attempting to drive a target under and drown or destroy them. Doesn't create water where it doesn't already exist, though water previously created by the caster can be used. The number of points placed into this skill affects the strength of the whirlpool and the weight/size of what can be affected. Prerequisite: Magic Attack 5 / Total Point Slots: 10

Ice Impalement*: This ice attack can strike through high tier armor up to 9 and injure through the enemy despite the rest of the armor being alright; this will cause internal damage if their magick defense is low. Note this ability must be completely maxed out before it goes into effect. Prerequisite: Magik Offense 10 / Total Point Slots: 15

Ice Rain: This calls forth tiny shards of ice from the sky to needle the enemy's head from above, blind their vision, and damage their armor from the top. This slows the enemy down due to the ice freezing on the armor. Prerequisite: None / Total Point Slots: 3

Blizzard*: Calls multiple ice shards down from above to rain down pain on a target. Will also flash freeze the area it lands on, causing the ground to become slippery and dangerous. If the target has low magick defense, it will kill them. Note this ability must be completely maxed out before it goes into effect. Prerequisite: Ice Rain and Magick Offense 12 / Total Point Slots: 10

Winter's Chill: Drastically drops the surrounding temperature, freezing water and draining the stamina of anyone caught within the chill, except for the caster, who remains immune to this particular chill. While a medium draining spell, the more times cast in a row, the more stamina is drained. Prerequisite: None / Total Point Slots: 5

Ice Barrier: Creates a wall of ice, either small enough to cover one person and able to absorb all sorts of damage, or large and wide enough to cut off a large force, but capable of being battered down. Prequisite: Magick Defense 10 / Total Point Slots: 7

Ice Blade: Creates a sword of pure ice, causing slashing and ice damage to anyone hit with it. The sword does not wear out through simple use like an icicle normally might, but it can still be shattered or destroyed as if it were a natural blade. Prerequisite: None / Total Point Slots: 5

Freeze: This allows you to freeze a target in ice briefly; this eats up a medium amount of mana, but will freeze targets with MD below 5. This is good for crowd control against multiple enemies and you need to disable one quickly. If you strike the target hard enough while frozen, it will be an instant death. Prerequisite: Magick Offense 5 / Total Point Slots: 5

Frozen*: This allows you to freeze a target in ice longer; this eats up a large amount of mana and can only be used so often in a session. It will freeze targets with MD below 11. This is good for a major opponent and you need to freeze them temporarily for some reason. If you strike the target enough, depending on their stamina/health, they can be instant killed. Note: this ability must be completely maxed out to go into effect. Prerequisite: Freeze and Magick Offense 15 / Total Point Slots: 10

Northern Cross*: A spell that creates many flower-like manifests of frozen water condensed out of the air. Regarded as being as beautiful as it is deadly. The more moisture in an area the more that can be created. Once formed, they shatter and blanket targets with tiny shards of razor-like ice. Note: this ability must be completely maxed out to go into effect. Prerequisite: None / Total Point Slots: 15

Cure: This magic spell rids the body of toxins and poisons that might have been inflicted or disgested by the person. With this skill, you will purge your body of the ailments and be able to return to a normal status. The more points you put into this skill, the more this skill will be able to remove the toxin depending on it's potency. Prerequisite: None / Total Point Slots: 10

Heal Lv. 1: This is a magic spell that allows you to heal damage to yourself. It does minimal curative powers and will stop bleeding and allow you to move a bit easier with the pain. The more points you place into this skill, the more effective it will become. Prerequisite: None / Total Point Slots: 10

Heal Lv. 2: This is a magic spell that allows you to heal damage to yourself and others. It does minimal curative powers and will stop bleeding and allow you to move a bit easier with the pain. The more points you place into this skill, the more effective it will become. Prerequisite: Heal Lv. 1 Maxed Out / Total Point Slots: 10

Heal Lv. 3: This magic spell allows you to heal damage to yourself. It does a moderate amount of curative restoration and will stop bleeding, ease pain, mend broken bonds, and restore lost strength to the person. The more points added, the more effective it will become. Prerequisite: Heal Lv. 2 Maxed Out / Total Point Slots: 20

Group Heal: This magic spell allows you to heal damage to yourself and multiple others. It does a moderate amount of curative restoration and will stop bleeding, ease pain, mend broken bonds, and restore lost strength to the person. The more points added, the more effective it will become. Prerequisite: Heal Lv. 3 Maxed Out / Total Point Slots: 20

Complete Heal: This magic spell will reverse all damage done to you or another. It will completely mend all damage done to them. Note: this ability must be completely maxed out to go into effect. Prerequisite: Group Heal Maxed Out / Total Point Slots: 30

Ressurection*: This spell defies all that is natural, all that is holy. You will bring back someone from the dead as long as they're recently deceased. If they have only been dead a short time, the person will be restored to life. If you do this on someone who has been dead for quite some time, the results may be horrific. Do you think yourself the 13th god? Note: this ability must be completely maxed out to go into effect. Prerequisite: Complete Heal Maxed Out / Total Point Slots: 30

Herb Grower: You can bring herbs from the ground with this spell, allowing Clerics or Herbologist to pick them. This skill can only be done every so often. The more points you put into this skill, the more herbs will grow. Prerequisite: None / Total Point Slots: 10

Advanced Magik Enhancer Boost: This skill will allow you to enhance any magic spell you're about to cast, so that it will cause more damage. The more points you place into this skill, the more enhanced the spell will become. You can only enhance up to 3 spells before this skill runs out. Prerequisite: None / Total Point Slots: 20

Gale Inferno: This magic is an inferno that is spread by a small burst of gale that strikes two people and knocks them over as they burn, so they take longer to stand up and put it out. This magic uses both Inferno* and Tornado to create. It uses a moderate amount of MP, but not as much as casting two spells to use it. This must be completely maxed out to go into effect. Once learned can turn in points from original spells but will lose ability to cast them individually if done.Prerequisite: Inferno* and Tornado / Total Point Slots: 10

Blazing Inferno*: This magic is a swirling blaze of fire that is spread around by the wind and increases it's diameter greatly, burning in a larger area to consume more people than a plain Inferno spell would. Instead of hitting only one target, it strikes three. This magic uses both Inferno* and Gale Storm* to create. It can only be used so many times per session. This must be completely maxed out to go into effect. Once learned can turn in points from original spells but will lose ability to cast them individually if done. Prerequisite: Inferno* and Gale Storm* / Total Point Slots: 15

Recharge: The Mage taps into the energy of the land and things around them, borrowing just a little bit from here and there, turning the very air, ground, and creatures around them into a battery. As long as the Recharge is sustained, the Mage regains mana at a rapid rate, however, the longer it is held, the more it starts to take out of everything around the Mage, and if held too long, even from things the Mage does not intend to drain. It also damages the land around the mage. This ability should be used with care, but it can save a mage when they're out of juice. The more points placed into the skill, the more mana regain will occur and the less damage to the planet. Prerequisite: Earth Affinity OR One with Tareh Maxed Out OR Magik Defense 35 / Total Point Slots: 20

Osmosis: The Mage can drain energy away from a living being by touching them, temporarily taking on their own mana and energy to regain their mana swiftly. If used against an unwilling target, the Mage must have a higher Mind and Energy score then the target to succeed, on top of actually getting in close enough to touch the target. Willing targets may control the amount they are drained, while offensively drained targets are swiftly drained. The more points placed into this skill, the more magik mana is restored. Prerequisite: Recharge Maxed Out and Magik Offense 40 / Total Point Slots: 25

Lightning: This spell creates a bolt of lightning to attack enemies with. The bolt hits a single target for damage, shocking them and stunning them at the same time depending on their stamina and health. This bolt can be directed at a target, or effect multiple ones if given a medium (such as metal or water) to channel through. Note: this ability must be completely maxed out to go into effect. Prerequisites: Magik Offense 10 / Points 5

Chain Lightning: This spell creates a bolt of lightning which arcs from target to target, shocking multiple enemies if they are close by one another. The chain can be guided by the caster, preventing people who are not enemies from getting shocked, however, if a target that is shocked is holding or touching another target, they will be shocked as well without any direction. This spells damage and stun effects mimic the Lightning Spell. Note: this ability must be completely maxed out to go into effect. Prerequisites: Magick Offense 15, Lightning Maxed Out / Points: 10

Ball Lightning: This spell creates a spinning orb of electricity that is guided by the caster. It can remain stationary or move slowly about as the caster wishes, shocking anyone close by it with Lightning Bolts. The spell takes more energy the longer it is maintained. Note: this ability must be completely maxed out to go into effect. Prerequisites: Magik Offense 15, Lightning Maxed Out / Points: 10

Storm Hammer*: This spell creates a giant lightning blast from the heavens, striking it's target, or a group of targets for massive damage, shocking and causing it's targets to also be stunned momentarily. This is a potent magik strike which can even shock the gods. Note: this ability must be completely maxed out to go into effect. Prerequisites: Magik Offense 20, Ball Lighting & Chain Lightning Maxed Out / Points: 15

Flashbomb: A sudden burst of electricity blinds anyone in the area the flashbomb is cast, and the sudden loud cracking sound of the shock deafens them as well. The effects of this last temporarily, but can stun enemies with low stamina and makes them highly vulnerable. Note: this ability must be completely maxed out to go into effect. Prerequisits: Magik Offense 10 / Points: 5

 

 
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