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Abasdarhon's Castle

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Skills and Abilities

8 ability points; basic skills and magic schools cost 1 ability point, special ones cost 2; ability points can be converted into attribute points, 1 ability point = 5 attribute points. Skill Sheet.

Basic Skills



One-Handed Weapons
Proficiency: +0.5 damage per unit of Strength
Extra Attack
Parry (Evasion vs Accuracy)
Counterattack
Accuracy: +0.7 accuracy per unit of Agility


Two-Handed Weapons
Proficiency: +2 damage per unit of Strength
Accuracy: +0.4 accuracy per unit of Strength
Extra Attack (x2)
Wide Sweep: deals damage to all enemies standing in front of and to the sides of the character within a distance of 1 tile (cooldown: 3 turns)
Cleave: triple damage; chance (Strength vs Endurance) to cause bleeding (-15% of max health over 3 turns; cooldown: 4 turns)


Polearms
Proficiency: +2 damage per unit of Strength
Accuracy: +1 accuracy per unit of Agility
Parry (Evasion vs Accuracy)
Long Reach Strike: the character gains the ability to attack an enemy located 3 tiles away
Smiting Strike: double damage; chance (Accuracy vs Evasion) to hit a vulnerable spot and cause bleeding (-25% of max health over 3 turns; cooldown: 4 turns)


Shield
Proficiency: blocks an enemy attack (Evasion vs Accuracy) if evasion fails
Fortitude: +5 health per unit of Strength
Counterattack after block
Wall: while the character does not move, they block all ranged weapon attacks; one ally can take cover behind the character
Shield Bash: deals damage equal to Strength*2; chance (Strength vs Endurance) to paralyze the enemy for 2 turns (cooldown: 4 turns)


Bow
Proficiency: +1 damage per unit of Strength
Extra Shot
Experience: +25% damage; +1 shooting range per unit of Strength
Quick Hands: 4 shots per turn (cooldown: 5 turns)
Sniper: chance (Perception/2; cannot exceed 25%) to kill the enemy (cooldown: 6 turns)


Crossbow
Proficiency: +1 damage per unit of Perception
Extra Shot
Reinforced Bolts: +35% damage
Quick Hands: 3 shots per turn (cooldown: 5 turns)
Sniper: chance (Perception/2; cannot exceed 25%) to kill the enemy (cooldown: 6 turns)

Thief: +5 Agility; character gains the ability to steal (Agility vs Perception)
Lockpicker: +5 Intelligence and Agility; character gains the ability to pick locks (Agility + Intelligence)
Assassin: attacking an unsuspecting character who failed a check (Agility vs Perception) kills them
Scout: character gains the ability to quickly gather information about the surrounding area
Armor Proficiency: removes movement speed penalty when using heavy armor and shields
Magic


Air Magic

Air Arrow: target takes (magic power*2) damage
Air Spear:
- target takes (magic power*4) damage and is knocked back 10 tiles
- characters standing to the left and right of the target take (magic power) damage and are knocked back 5 tiles
- if a character is behind the target, they take physical damage equal to the same as the knocked-back unit's Endurance and are stunned for 1 turn (cooldown: 2 turns)
Lightning: target takes (magic power*7) damage, ignores physical armor, and is paralyzed for 1 turn (cooldown: 3 turns)
Asphyxiation: target who fails a Will check dies; otherwise, loses the ability to use magic and active abilities for 5 turns (cooldown: 6 turns) (x2)

Dust: reduces selected target's accuracy by 3 times for 3 turns (cooldown: 2 turns)
Levitation:
- mage lifts themselves into the air and becomes immune to melee attacks for 3 turns, while remaining able to move
- removes Quicksand effect (cooldown: 2 turns)
Vortex:
- mage moves an ally, themselves, or an enemy to a visible part of the battlefield
- removes Quicksand and Petrification effects
- can be applied to hidden enemies (cooldown: 2 turns)

Air Elemental: fully protects the master from melee attacks and air magic attacks if located on an adjacent tile (cooldown: 5 turns) (x2)
Health: master's magic power*4
Damage: master's magic power
Speed: 50
Initiative: master's initiative*2
Evasion: 60
Accuracy: master's accuracy
Special: immunity to air and water element spells, +50% damage from earth magic
Spells: air arrow, vortex



Fire Magic

Fire Arrow: target takes (magic power*2) damage
Fireball: target takes (magic power*4) damage, each character on adjacent tiles takes (magic power) damage (cooldown: 2 turns)
Stream of Fire: target takes (magic power*7) damage and (magic power) damage for every tile moved on the next turn (cooldown: 3 turns)
Incineration: target who fails a Will check dies; otherwise, catches fire and loses 10% of max health over 5 turns (cooldown: 6 turns) (x2)

Fire Veil: weapons of 1 to 3 allies deal fire damage equal to their Will*2 for 3 turns (cooldown: 2 turns)
Inner Fire:
- selected ally will move first for 3 turns, speed increases by 10 units
- removes Frozen Blood, Glaciation, freeze, and paralysis effects (cooldown: 2 turns)
Heat: reduces target's intelligence and strength by 3 times for 3 turns (cooldown: 2 turns)

Fire Elemental: fully protects the master from melee attacks and fire magic attacks if located on an adjacent tile (cooldown: 5 turns) (x2)
Health: master's magic power*5
Damage: master's magic power
Speed: 25
Initiative: master's initiative
Evasion: 30
Accuracy: master's accuracy
Special: immunity to fire and air element spells, +50% damage from water magic
Spells: fire arrow, fire veil



Water Magic

Ice Shard: target takes (magic power*2) damage
Frostbite: target takes (magic power*4) damage, ground around the target freezes; moving 1 tile costs 10 speed units (cooldown: 2 turns)
Ice Spear: target takes (magic power*7) damage and is frozen for 1 turn; damage to target increases by 25% (cooldown: 3 turns)
Frozen Blood: target who fails a Will check dies; otherwise, loses the ability to use any type of weapon for 5 turns (cooldown: 6 turns) (x2)

Glaciation:
- reduces speed by 3 times for 3 turns
- removes Fire Veil and Inner Fire effects (cooldown: 2 turns)
Healing:
- mage restores target's health by magic power*2 units
- removes Heat, poison, and bleeding effects (cooldown: 2 turns)
Living Water:
- resurrects selected ally with 5% of max health
- removes Incineration and Asphyxiation effects (cooldown: 5 turns)

Water Elemental: fully protects the master from melee attacks and water magic attacks if located on an adjacent tile (cooldown: 5 turns) (x2)
Health: master's magic power*5
Damage: master's magic power
Speed: 25
Initiative: master's initiative*2
Evasion: 30
Accuracy: master's accuracy
Special: immunity to water and earth element spells, +50% damage from fire magic
Spells: ice shard, healing



Earth Magic

Boulder: target takes (magic power*2) damage
Flint Spikes: target takes (magic power*4) damage, nearby characters take (magic power) damage over 1 turn when performing any actions (cooldown: 2 turns)
Diamond Spear: target takes (magic power*7) damage, pierces physical armor and shields, and deals (magic power) damage to the character standing behind the target (cooldown: 3 turns)
Quicksand:
- target who fails a Will check dies; otherwise, loses ability to move until the end of combat or until pulled out
- helper who fails a Strength check ends up in the same position (cooldown: 6 turns) (x2)

Petrification: enemy evasion is reduced by 3 times for 3 turns, removes Warm-up effect (cooldown: 2 turns)
Stone Skin: ally's health increases by 50% until the end of combat; Vortex spell cannot be applied to them (cooldown: 4 turns)
Creation and Destruction:
- mage creates a stone cover behind which an ally or the mage themselves can hide
- archers are able to fire from cover without being subject to enemy ranged attacks
- mage destroys a physical barrier, whether it be a door, wall, or stone behind which an enemy is hiding; the larger the target, the more times this spell must be applied (cooldown: 2 turns)

Earth Elemental: fully protects the master from melee attacks and earth magic attacks if located on an adjacent tile (cooldown: 5 turns) (x2)
Health: master's magic power*8
Damage: master's magic power
Speed: 10
Initiative: master's initiative
Evasion: 15
Accuracy: master's accuracy
Special: immunity to earth and fire element spells, +50% damage from air magic
Spells: boulder, stone skin

1 ability point for a spell when taking any magic school*
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

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