These are temporary abilities used to test the dice system
White Magic:
Rank 1
Scan: The Scan spell magically notifies the user of a targets physical, mental and spiritual status
DF: Ability to see the opponents health, magic points, status (if cursed, burned, weakened, poisoned), requires Wis roll vs. Targets Wis/Cha/Int
Cure: The cure spell restores a small amount of life-force to a target, may be used offensively on undead
DF: Heals1d6 dmg, if used on undead a wis roll is required
Esuna: Esuna cures and restores a target to their original state, banishing all malignant effects
DF: Cure’s darkness, poison, silence, sleep, confusion, berserk, slow and petrifaction, Burn, chill and other status altering effects
NulBlaze Minor: A buff spell that shields the target from the next fire attack
DF: Completly shields the target from the next fire attack
NulShock Minor: A buff spell that shields the target from the next fire attack
DF: Completely shields the target from the next lightning attack
NulTide Minor: A buff spell that shields the target from the next fire attack
DF: Completely shields the target from the next water attack
NulFrost Minor: A buff spell that shields the target from the next fire attack
DF: Completely shields the target from the next ice attack
Black Magic:
Rank 1
Fire: A weak offensive spell that utilizes the element of fire
DF: Deals 1d8 Fire damage, and 1 dmg per round for the next 2 rounds
Water: A weak offensive spell that utilizes the element of water
DF: Deals 1d8+2 water damage
Thunder: A weak offensive spell that utilizes the element of lightning
DF: Deals 1d8 dmg, and target rolls con (DC 14) if he/she fails they are stunned for one round or until hit
Blizzard: A weak offensive spell that utilizes the element of ice
DF: Deals 1d8 dmg, target suffers -1 to rolls for the next turn
Fighter:
Rank 1
Aim: This ability uses mana to briefly increase the parties accuracy
DF: For one round everyone in the party has +2 to dex rolls
Guard: A skill that was developed with the sole purpose of defending another
DF: May use defensively, The user may roll defense to block for another, guard does not work on magical attacks. The fighter makes this action before the target they are blocking for is hit
Provoke: With a bit of mana and a few words the user draws the targets attention with a almost hypnotic intensity
DF: Target must attack the user on their next turn, rolled with Cha
Power Break: A strange power that weakens an enemies strength and resolve
DF: Target deals -2 dmg on their next attack, rolled with str
Thief:
Rank 1
Jinx: Strange magic that hexes the targets
DF: The user rolls Cha vs. the targets Int/Wis/Cha, if the user succeeds the enemy party suffers -2 to rolls for one round,
Luck: Even Stranger magic that raises parties luck
DF: Party gains +2 to rolls for one round
Bribe: Slight of hand and a few quick words can get you out of a lot of trouble
DF: The user rolls Cha vs. the targets Int/Wis/Cha, if the user succeeds the target opponent skips their next turn
Steal: Quick fingers and sleight of hand makes a god thief
DF: May steal one random object from target, rolled with dex
Special: May only be used on NPC’s
Ranger:
Rapid Shot: By increasing their speed the Ranger can greatly increase the rate of fire
DF: The Ranger rolls twice against the same enemy, the second roll does 1 dmg die lower to a base of 1d4
Example: A level 28 Ranger deals 1d8+1d4 dmg
Eagle Eye: This ability uses mana to briefly increase the users accuracy
DF: For two rounds the user gains +2 to dex rolls
Charged Shot: By empowering their weapon with Mana the Ranger can deal more damage per shot than normal
DF: +2 dmg
Multi Shot: By increasing their speed and agility the Ranger can fire at multiple opponents
DF: Can target up to two people, the Ranger rolls twice, the second attack roll is made at -1
Monks:
Wave Fist: A quick focused projectile of pure Ki
DF: Deals Rank dmg+1d4, rolled with Dex
Leaping Tiger Style: The tiger style is centered around quick and vicious strikes
DF: For two rounds the user deals +1 extra dmg and attacks at +1 attack roll
Flurry of Blows: Discipline and speed allows the monk to strike the same enemy three times in rapid sucession.
DF: Deals Rank Dmg+3
Self Cure 1: The monks discipline and study grants him/her the ability to manipulate their ki to heal their bodies
DF: Heals 1d4 dmg
Paladin:
Cure: The cure spell restores a small amount of life-force to a target, may be used offensively on undead
DF: Heals1d6 dmg, if used on undead a wis roll is required
Defense: The aura of a paladin itself is often enough to bolster a parties resolve
DF: The entire party gains +2 to defense rolls for 2 rounds
Cover: An enchantment that allows the paladin to draw any harm of any kind from an ally to him/herself
DF: For two rounds the paladin may redirect any damage dealt to an ally to him/herself
Parley: Naturally charismatic the paladin stands a very good chance to come to an agreement with his opponents, generally leaving both parties to walk away peacefully
DF: The target rolls Cha/Int/Wis vs. the paladins Cha or leaves the battle, once the target leaves he/she can not return to the same battle
Dark Knights:
Fire: A weak offensive spell that utilizes the element of fire
DF: Deals 1d8 Fire damage, and 1 dmg per round for the next 2 rounds
Blood Pact: Shadowed magic fuels the Dark Knight, a magic that allows it to sacrifice its life to kill their opponent quicker
DF: Dark Knight sacrifices 2 life to deal an additional 4 dmg to target
Dark Pact: A mystical bond that allows the Dark Knight to transfer their mana to their life force
DF: Dark Knight trades transfers two mana to gain two life
Blood Strike: By wounding themselves the Dark Knight can use their own blood to empower their magic
DF: At the cost of 2 life the next spell the Dark Knight casts does +2 dmg