PDA

View Full Version : Original System Shin Megami Tensei: Shadow of Amala



NyarlyThotep
2018-04-10, 08:46 AM
Chapter 1: Base Mechanics and Attributes

Shadow of Amala is relative simple d12 system. Almost everything in this system is resolved by rolling a d12 and adding a relevant attribute. This value is then compared to fixed DC (for a non-contested action) or the enemies roll (for a contested action). If your roll is equal or higher your action is successful. And that's all there is to it, almost everything else is just adding more options to you. Trying to inflict an ailment is an exception, since it uses a standard save mechanics. Every time you are targeted by an ailment attack you roll d12, add an appropriate attribute and compare it to DC (Base+Charisma). If you are inflicted with an ailment you get to make another save at the end of every turn.
First thing you want to do when creating your character is to generate your attributes. Shadow of Amala uses six attributes, Strength, Constitution, Dexterity, Intelligence, Wisdom and Charisma. All of you attributes start at 3 and you can spend 8 points to improve your attributes. You can not spend more then 3 points on a single attribute. Attributes lower then 3 are acceptable, but 1 is generally reserved for Maya Shadows and 2 is mostly used by minions. Every time you tier up you get +1 to one attribute of your choice. Maximum value of your attribute is 6. At level 2, 4, 6 and 8 your maximum gets +1. The only exception is your Arcana attribute boost, but even that can't boost your attribute above 10.
When creating your character you get to pick your combat style and spellcasting type. Combat style determines what attribute you add to your physical attack (Strength or Dexterity) and spellcasting style determines what attribute you add to your magical attack (Intelligence, Wisdom or Charisma).

Strength represents your physical power. It is added to all tests that include using physical force and it is added to all physical damage that you deal. It is also added to your Weapon Defense if it is higher then your Constitution.
Constitution represents your physical resilience. It is rarely added to any tests but it does affect your HP and it can help intercept attacks meant for other party members. It is also added to Weapon Defense if it is higher then your Strength.
Dexterity represents your physical finesse. It is added to all test that include speed, hand–eye coordination and reaction. It affects your Initiative and it is added to your Force Defense if it is higher then your Charisma.
Intelligence represents your mental power. It is added to all tests that include knowledge and memory and it is added to all magical damage you deal. It is also added to your Elemental Defense if it is higher then your Wisdom.
Wisdom represents your mental resilience. It is added to all test that include intuition and senses and it is added to all healing that you deal. It is also added to your Elemental Defense if it is higher then your Intelligence.
Charisma represents your mental finesse. It is added to all test that include influencing a creature and it is added to accuracy of all attacks that attempt to inflict an ailment. It is also added to your Force Defense if it is higher then your Dexterity.
Physical Damage:Base+Strength
Magical Damage:Base+Intelligence
Physical Attack=d12+Strength/Dexterity
Magical Attack=d12+Intelligence/Charisma/Wisdom
Ailment DC=Base+Charisma

Initiative=d12+Dexterity
Healing=Base+Wisdom
HP=10+Constitution*(Tier/2)

Weapon Defense=d12+Constitution/Strength
Elemental Defense=d12+Wisdom/Intelligence
Force Defense=d12+Dexterity/Charisma
In a SEES based game our player decides to use Mitsuru Kirijo as her character. Since Mitsuru is one of the best students we pick Intelligence for her spellcasting attribute and put 3 points in it. Even though she is trained to use rapier Mitsuru is not known for her physical abilities, so (with the approval of the DM) she takes a -1 penalty to Strength and Constitution. She picks Dexterity for her combat style and puts 2 points in her Dexterity. She puts 3 points in Charisma, to reflect her training in the art of diplomacy and remaining 2 points in Wisdom. She ends up with the following stats:

Strength 2
Constitution 2
Dexterity 5
Intelligence 6
Wisdom 5
Charisma 6

Physical Damage:Base+2
Magical Damage:Base+6
Physical Attack=d12+5
Magical Attack=d12+6
Ailment DC=Base+6

Initiative=d12+5
Healing=Base+5
HP=11

Weapon Defense=d12+2
Elemental Defense=d12+6
Force Defense=d12+6

Not a perfect copy of P3 Mitsuru, but it's a fragile magic user that is pretty fast, can reliably inflict ailments and she makes a decent backup healer. Not bad.

NyarlyThotep
2018-04-10, 08:50 AM
Chapter 2: Arcana

Arcana is the means by which all is revealed... At least that's what I've heard. In this game Arcana is something between a race and class. It is not as marginal as a race, but it's also not as limiting as a class. Sure, Priestess is a natural healer, but that doesn't mean that Priestess characters can't do anything else. It also doesn't mean that nobody else can be an effective healer. Every Arcana gives a bonus to two attributes and grants you 3 traits. Traits are similar to D&D feats, and you get to pick an additional trait for every tier. Traits are custom made, but try to stick to your Arcana's archetype. Magician should be a caster, not a warrior (and no, Junpei doesn't count as Magician gameplay-wise), Priestess should be a healer, and so on.
Magician
+1 Intelligence
+1 Charisma
Priestess
+1 Wisdom
+1 Intelligence
Empress
+1 Dexterity
+1 Wisdom
Emperor
+1 Constitution
+1 Strength
Hierophant
+1 Wisdom
+1 Constitution
Lovers
+1 Charisma
+1 Dexterity
Chariot
+1 Strength
+1 Dexterity
Justice
+1 Strength
+1 Intelligence
Hermit
+1 Intelligence
+1 Wisdom
Fortune
+1 Dexterity
+1 Charisma
Strength
+1 Strength
+1 Dexterity
Hanged Man
+1 Constitution
+1 Dexterity
Death
+1 Intelligence
+1 Constitution
Temperance
+1 Wisdom
+1 Charisma
Devil
+1 Charisma
+1 Intelligence
Tower
+1 Constitution
+1 Charisma
Star
+1 Strength
+1 Wisdom
Moon
+1 Charisma
+1 Strength
Sun
+1 Intelligence
+1 Dexterity
Judgement
+1 Strength
+1 Constitution
Our hypothetical player chooses Star arcana for his hypothetical character. He picks Astral Inspiration (Bless skills overwrite Curse skills instead of negating them) for his first trait, because he wants to focus on buffing his allies. He also picks Confidence (once per scene you can reroll one check as long as you are not alone), because he wants to be a team player. For his last trait he picks Altruism (you can target an ally with a skill that can be used only on the caster), because nothing says support like granting an ally a Mind Charge to blast all the enemies on first turn. He also notes that Star Arcana grants +1 to Strength and Wisdom.

NyarlyThotep
2018-04-10, 08:52 AM
Chapter 3: Resource Management, Classes and Advancement

Instead of the standard mana system that MegaTen franchise this game uses an alternative resource management system. You start each day with 4 cards, one for each suit. If you ended the previous day with any cards in your hand you start with half of it's value. Otherwise, you start with 4 aces. Most of your skills require you to reduce the value of one of your cards in order to cast it, discarding it if you have an ace. However, your card needs to be high enough to use more powerful skills. For example, Agi can be used with any card value, but Agilao requires at least 4 or higher. New cards are usually gained after battle (but DMs are encouraged to hand out cards for good RP sessions), but every character can only hold one cards of each suit.
Shadow of Amala encompasses a wide range of archetypes and settings of MegaTen franchise and as such it allows you to play as one of the four most prominent classes. Inspired by mainline SMT and Devil Survivor, Demon Tamer are trained in the use of COMPs to summon and tame demons. Persona Users, based on the Persona series, allows you to tap into the manifestation of your own inner strength to fight against Shadows. Thanks to the Atma virus that runs through their veins, Avatar Tuners can morph into a demonic form, allowing them to access a wide variety of powers. Please note that unlike in the Digital Devil Saga Avatar Tuners do not devour their enemies, but instead drain the energy of enemies they defeat. However, nothing stops you from making them as brutal as you want in your own game. The newest addition to the MegaTen franchise, Mirage Masters forge contracts with powerful beings from other dimensions. Mirage Masters use their creative energy, also known as Performa, to create the link with their Mirage. This link allows them to use Mirage's power as their own. Do keep in mind that every class can cover every archetype, they just do it in a different style. Also keep in mind that this is all susceptible to change, so don't pick a class because of that one ability they have, particularly if you are interested in the mechanical aspect of it. Choose your class based on it's style, and your DM and you can make it work for an archetype you want.
Instead of using a standard experience and level system Shadow of Amala uses an 8 tier system. Tiers represent your character's general power level, and it not attained through gaining experience, but rather through story progress. However, your tier only affects your base stats and your potential, everything else needs to be bought through the use of experience.
Traits: Every Persona User starts with 3 traits that are inspired by it's arcana. At tier 3, 5 and 7 you can spend experience to buy an additional trait. Trait should have some kind of connection with your chosen arcana, and should be worked out between you and your DM.
Skill Slots: Every Persona User starts with 3 skills at tier 1 and can buy up to 2 more skill slots. Each time you tier up your potential improves by 1, but every skill slot still needs to be bought individually. Skills are usually learned during combat, and DM and player should coordinate when to learn a new skill. It is generally a combination of "I think a deserve a new skill" and "I need this skill right now". Players are advised not to be too greedy and DMs are advised to be generous.
Fusion Skills: Upon reaching Tier 2 a Persona User can learn to weave multiple skills into one, allowing them to create more complex skills. This is usually used to combine attack skills with ailments and debuffs(Cleave+Tarunda=Fang Breaker) or healing skills with curing and buffs (Dia+Patra=Restoration). You can buy and additional Fusion skill at tier 3, 5, 6 and 8. Whenever you upgrade or replace a skill that is used as a base for fusion skill you have the option of upgrading or replacing your fusion skill.
Sub-Persona: When you reach Tier 2 you can equip a Sub-Persona and use it's first action skill. You can have up to 2 Sub-Personas in your stock. You can use your Sub-Persona's first passive trait.
When you reach Tier 3 you can use your Sub-Persona's second action skill.
When you reach Tier 4 you can have up to 3 Sub-Personas in your stock.
When you reach Tier 5 you can use your Sub-Persona's second passive trait.
When you reach Tier 6 you can use your Sub-Persona's third action skill.
When you reach Tier 7 you can have up to 4 Sub-Personas in your stock.
When you reach Tier 8 you can use your Sub-Persona's third passive trait
Traits: Every Mirage Master starts with 3 traits that are inspired by it's arcana. At tier 3, 5 and 7 you can spend experience to buy an additional trait. Trait should have some kind of connection with your chosen arcana, and should be worked out between you and your DM.
Skill Slots: Every Mirage Master starts with 3 skills at tier 1 and can buy up to 2 more skill slots. Each time you tier up your potential improves by 1, but every skill slot still needs to be bought individually. Skills are learned from weapons by accumulating Mastery.
Session Skills: Upon reaching Tier 2 a Mirage Master starts to learn Session Skills. Session Skills can activate when an ally exploits an enemy's weakness, allowing you to perform an attack as a free action, assuming you have the correct skill. Every Mirage Master start with two session slots at Tier 2 and can buy two more. At tiers 4, 6 and 8 your potential improves by 1. Session skills are learned from your weapon by accumulating Mastery.
Traits: Every Avatar Tuner starts with 3 traits that are inspired by it's arcana. At tier 3, 5 and 7 you can spend experience to buy an additional trait. Trait should have some kind of connection with your chosen arcana, and should be worked out between you and your DM.
Skill Slots: Every Avatar Tuner starts with 3 skill slots at tier 1 and can buy up to 2 more skill slots. Each time you tier up your potential improves by 1, but every skill slot still needs to be bought individually. Skills are learned from Mantras by accumulating Atma Points.
Combination Skills: Upon reaching Tier 2 an Avatar Tuner starts to learn how to combine their power with an ally. Once per encounter you and one of your allies can combine your single target attacks to create an area attack. By forging bonds with your allies you can unlock additional options.

NyarlyThotep
2018-04-10, 08:54 AM
Reserved for Skill Compendium

Agi
Type: Magical, Fire
Base Damage: d6+1
SP Type: Wand
SP Cost: 1(1+)

Fire Strike
Type: Physical, Fire
Base Damage: d6+1
SP Type: Wand
SP Cost: 1(1+)

Maragi
Type: Magical, Fire
Base Damage: d6+1
SP Type: Wand
SP Cost: 1 per target(3+)

Agilao
Type: Magical, Fire
Base Damage: d8+2
SP Type: Wand
SP Cost: 1(4+)

Flame Strike
Type: Physical, Fire
Base Damage: d8+2
SP Type: Wand
SP Cost: 1(4+)

Maragion
Type: Magical, Fire
Base Damage: d8+2
SP Type: Wand
SP Cost: 1 per target(6+)

Agidyne
Type: Magical, Fire
Base Damage: d10+3
SP Type: Wand
SP Cost: 1(7+)

Inferno Strike
Type: Physical, Fire
Base Damage: d10+3
SP Type: Wand
SP Cost: 1(7+)

Maragidyne
Type: Magical, Fire
Base Damage: d10+3
SP Type: Wand
SP Cost: 1 per target(9+)

Ragnarok
Type: Magical, Fire
Base Damage: d12+4
SP Type: Wand
SP Cost: 1(10+)

???
Type: Physical, Fire
Base Damage: d12+4
SP Type: Wand
SP Cost: 1(10+)

Blazing Hell
Type: Magical, Fire
Base Damage: d12+4
SP Type: Wand
SP Cost: 1 per target(12+)
Aqua
Type: Magical, Water
Base Damage: d6+1
SP Type: Chalice
SP Cost: 1(1+)

Water Strike
Type: Physical, Water
Base Damage: d6+1
SP Type: Chalice
SP Cost: 1(1+)

Malaqua
Type: Magical, Water
Base Damage: d6+1
SP Type: Chalice
SP Cost: 1 per target(3+)

Aques
Type: Magical, Water
Base Damage: d8+2
SP Type: Chalice
SP Cost: 1(4+)

Torrent Strike
Type: Physical, Water
Base Damage: d8+2
SP Type: Chalice
SP Cost: 1(4+)

Malaques
Type: Magical, Water
Base Damage: d8+2
SP Type: Chalice
SP Cost: 1 per target(6+)

Aquadyne
Type: Magical, Water
Base Damage: d10+3
SP Type: Chalice
SP Cost: 1(7+)

Wave Strike
Type: Physical, Water
Base Damage: d10+3
SP Type: Chalice
SP Cost: 1(7+)

Malaquadyne
Type: Magical, Water
Base Damage: d10+3
SP Type: Chalice
SP Cost: 1 per target(9+)

Waterspout
Type: Magical, Water
Base Damage: d12+4
SP Type: Chalice
SP Cost: 1(10+)

???
Type: Physical, Water
Base Damage: d12+4
SP Type: Chalice
SP Cost: 1(10+)

Aquary Tide
Type: Magical, Water
Base Damage: d12+4
SP Type: Chalice
SP Cost: 1 per target(12+)
Garu
Type: Magical, Wind
Base Damage: d6+1
SP Type: Sword
SP Cost: 1(1+)

Wind Strike
Type: Physical, Wind
Base Damage: d6+1
SP Type: Sword
SP Cost: 1(1+)

Magaru
Type: Magical, Wind
Base Damage: d6+1
SP Type: Sword
SP Cost: 1 per target(3+)

Garula
Type: Magical, Wind
Base Damage: d8+2
SP Type: Sword
SP Cost: 1(4+)

Gust Strike
Type: Physical, Wind
Base Damage: d8+2
SP Type: Sword
SP Cost: 1(4+)

Magarula
Type: Magical, Wind
Base Damage: d8+2
SP Type: Sword
SP Cost: 1 per target(6+)

Garudyne
Type: Magical, Wind
Base Damage: d10+3
SP Type: Sword
SP Cost: 1(7+)

Gale Strike
Type: Physical, Wind
Base Damage: d10+3
SP Type: Sword
SP Cost: 1(7+)

Magarudyne
Type: Magical, Wind
Base Damage: d10+3
SP Type: Sword
SP Cost: 1 per target(9+)

Panta Rhei
Type: Magical, Wind
Base Damage: d12+4
SP Type: Sword
SP Cost: 1(10+)

???
Type: Physical, Wind
Base Damage: d12+4
SP Type: Sword
SP Cost: 1(10+)

Twinkle Nebula
Type: Magical, Wind
Base Damage: d12+4
SP Type: Sword
SP Cost: 1 per target(12+)
Tera
Type: Magical, Earth
Base Damage: d6+1
SP Type: Pentacle
SP Cost: 1(1+)

Earth Strike
Type: Physical, Earth
Base Damage: d6+1
SP Type: Pentacle
SP Cost: 1(1+)

Matera
Type: Magical, Earth
Base Damage: d6+1
SP Type: Pentacle
SP Cost: 1 per target(3+)

Terazi
Type: Magical, Earth
Base Damage: d8+2
SP Type: Pentacle
SP Cost: 1(4+)

Mud Strike
Type: Physical, Earth
Base Damage: d8+2
SP Type: Pentacle
SP Cost: 1(4+)

Materazi
Type: Magical, Earth
Base Damage: d8+2
SP Type: Pentacle
SP Cost: 1 per target(6+)

Teradyne
Type: Magical, Earth
Base Damage: d10+3
SP Type: Pentacle
SP Cost: 1(7+)

Granite Strike
Type: Physical, Earth
Base Damage: d10+3
SP Type: Pentacle
SP Cost: 1(7+)

Materadyne
Type: Magical, Earth
Base Damage: d10+3
SP Type: Pentacle
SP Cost: 1 per target(9+)

Heavy Rock
Type: Magical, Earth
Base Damage: d12+4
SP Type: Pentacle
SP Cost: 1(10+)

???
Type: Physical, Earth
Base Damage: d12+4
SP Type: Pentacle
SP Cost: 1(10+)

Titanomachia
Type: Magical, Earth
Base Damage: d12+4
SP Type: Pentacle
SP Cost: 1 per target(12+)
Bufu
Type: Magical, Ice
Base Damage: d6+1
SP Type: Chalice
SP Cost: 1(1+)

Ice Strike
Type: Physical, Ice
Base Damage: d6+1
SP Type: Chalice
SP Cost: 1(1+)

Mabufu
Type: Magical, Ice
Base Damage: d6+1
SP Type: Chalice
SP Cost: 1 per target(3+)

Bufula
Type: Magical, Ice
Base Damage: d8+2
SP Type: Chalice
SP Cost: 1(4+)

Frost Strike
Type: Physical, Ice
Base Damage: d8+2
SP Type: Chalice
SP Cost: 1(4+)

Mabufula
Type: Magical, Ice
Base Damage: d8+2
SP Type: Chalice
SP Cost: 1 per target(6+)

Bufudyne
Type: Magical, Ice
Base Damage: d10+3
SP Type: Chalice
SP Cost: 1(7+)

Freezing Strike
Type: Physical, Ice
Base Damage: d10+3
SP Type: Chalice
SP Cost: 1(7+)

Mabufudyne
Type: Magical, Ice
Base Damage: d10+3
SP Type: Chalice
SP Cost: 1 per target(9+)

Cocytus
Type: Magical, Ice
Base Damage: d12+4
SP Type: Chalice
SP Cost: 1(10+)

???
Type: Physical, Ice
Base Damage: d12+4
SP Type: Chalice
SP Cost: 1(10+)

Niflheim
Type: Magical, Ice
Base Damage: d12+4
SP Type: Chalice
SP Cost: 1 per target(12+)
Zio
Type: Magical, Electricity
Base Damage: d6+1
SP Type: Sword
SP Cost: 1(1+)

Lightning Strike
Type: Physical, Electricity
Base Damage: d6+1
SP Type: Sword
SP Cost: 1(1+)

Mazio
Type: Magical, Electricity
Base Damage: d6+1
SP Type: Sword
SP Cost: 1 per target(3+)

Zionga
Type: Magical, Electricity
Base Damage: d8+2
SP Type: Sword
SP Cost: 1(4+)

Bolt Strike
Type: Physical, Electricity
Base Damage: d8+2
SP Type: Sword
SP Cost: 1(4+)

Mazionga
Type: Magical, Electricity
Base Damage: d8+2
SP Type: Sword
SP Cost: 1 per target(6+)

Ziodyne
Type: Magical, Electricity
Base Damage: d10+3
SP Type: Sword
SP Cost: 1(7+)

Thunder Strike
Type: Physical, Electricity
Base Damage: d10+3
SP Type: Sword
SP Cost: 1(7+)

Maziodyne
Type: Magical, Electricity
Base Damage: d10+3
SP Type: Sword
SP Cost: 1 per target(9+)

Thunder Reign
Type: Magical, Electricity
Base Damage: d12+4
SP Type: Sword
SP Cost: 1(10+)

???
Type: Physical, Electricity
Base Damage: d12+4
SP Type: Sword
SP Cost: 1(10+)

Narukami
Type: Magical, Electricity
Base Damage: d12+4
SP Type: Sword
SP Cost: 1 per target(12+)
Psi
Type: Magical, Psy
Base Damage: d6+1
SP Type: Wand
SP Cost: 1(1+)

Psy Strike
Type: Physical, Psy
Base Damage: d6+1
SP Type: Wand
SP Cost: 1(1+)

Mapsi
Type: Magical, Psy
Base Damage: d6+1
SP Type: Wand
SP Cost: 1 per target(3+)

Psio
Type: Magical, Psy
Base Damage: d8+2
SP Type: Wand
SP Cost: 1(4+)

Mental Strike
Type: Physical, Psy
Base Damage: d8+2
SP Type: Wand
SP Cost: 1(4+)

Mapsio
Type: Magical, Psy
Base Damage: d8+2
SP Type: Wand
SP Cost: 1 per target(6+)

Psiodyne
Type: Magical, Psy
Base Damage: d10+3
SP Type: Wand
SP Cost: 1(7+)

Psychic Strike
Type: Physical, Psy
Base Damage: d10+3
SP Type: Wand
SP Cost: 1(7+)

Mapsiodyne
Type: Magical, Psy
Base Damage: d10+3
SP Type: Wand
SP Cost: 1 per target(9+)

Psycho Force
Type: Magical, Psy
Base Damage: d12+4
SP Type: Wand
SP Cost: 1(10+)

???
Type: Physical, Psy
Base Damage: d12+4
SP Type: Wand
SP Cost: 1(10+)

Psycho Blast
Type: Magical, Psy
Base Damage: d12+4
SP Type: Wand
SP Cost: 1 per target(12+)
Frei
Type: Magical, Nuclear
Base Damage: d6+1
SP Type: Pentacle
SP Cost: 1(1+)

Nuclear Strike
Type: Physical, Nuclear
Base Damage: d6+1
SP Type: Pentacle
SP Cost: 1(1+)

Mafrei
Type: Magical, Nuclear
Base Damage: d6+1
SP Type: Pentacle
SP Cost: 1 per target(3+)

Freila
Type: Magical, Nuclear
Base Damage: d8+2
SP Type: Pentacle
SP Cost: 1(4+)

Radian Strike
Type: Physical, Nuclear
Base Damage: d8+2
SP Type: Pentacle
SP Cost: 1(4+)

Mafreila
Type: Magical, Nuclear
Base Damage: d8+2
SP Type: Pentacle
SP Cost: 1 per target(6+)

Freidyne
Type: Magical, Nuclear
Base Damage: d10+3
SP Type: Pentacle
SP Cost: 1(7+)

??? Strike
Type: Physical, Nuclear
Base Damage: d10+3
SP Type: Pentacle
SP Cost: 1(7+)

Mafreidyne
Type: Magical, Nuclear
Base Damage: d10+3
SP Type: Pentacle
SP Cost: 1 per target(9+)

Atomic Flare
Type: Magical, Nuclear
Base Damage: d12+4
SP Type: Pentacle
SP Cost: 1(10+)

???
Type: Physical, Nuclear
Base Damage: d12+4
SP Type: Pentacle
SP Cost: 1(10+)

Cosmic Flare
Type: Magical, Nuclear
Base Damage: d12+4
SP Type: Pentacle
SP Cost: 1 per target(12+)
Cleave
Type: Physical, Slash
Base Damage: d6+1
SP Type: Sword
SP Cost: 1(1+)

Gale Slash
Type: Physical, Slash
Base Damage: d6+1
SP Type: Sword
SP Cost: 1 per target(3+)

Fatal Sword
Type: Physical, Slash
Base Damage: d8+2
SP Type: Sword
SP Cost: 1(4+)

Heat Wave
Type: Physical, Slash
Base Damage: d8+2
SP Type: Sword
SP Cost: 1 per target(6+)

Focused Blade
Type: Physical, Slash
Base Damage: d10+3
SP Type: Sword
SP Cost: 1(7+)

Vorpal Blade
Type: Physical, Slash
Base Damage: d10+3
SP Type: Sword
SP Cost: 1 per target(9+)

Brave Blade
Type: Physical, Slash
Base Damage: d12+4
SP Type: Sword
SP Cost: 1(10+)

???
Type: Physical, Slash
Base Damage: d12+4
SP Type: Sword
SP Cost: 1 per target(12+)
Bash
Type: Physical, Strike
Base Damage: d6+1
SP Type: Pentacle
SP Cost: 1(1+)

Swift Strike
Type: Physical, Strike
Base Damage: d6+1
SP Type: Pentacle
SP Cost: 1 per target(3+)

Kill Rush
Type: Physical, Strike
Base Damage: d8+2
SP Type: Pentacle
SP Cost: 1(4+)

???
Type: Physical, Strike
Base Damage: d8+2
SP Type: Pentacle
SP Cost: 1 per target(6+)

Gigantic Fist
Type: Physical, Strike
Base Damage: d10+3
SP Type: Pentacle
SP Cost: 1(7+)

Herculean Strike
Type: Physical, Strike
Base Damage: d10+3
SP Type: Pentacle
SP Cost: 1 per target(9+)

God’s Hand
Type: Physical, Strike
Base Damage: d12+4
SP Type: Pentacle
SP Cost: 1(10+)

???
Type: Physical, Strike
Base Damage: d12+4
SP Type: Pentacle
SP Cost: 1 per target(12+)
Skewer
Type: Physical, Pierce
Base Damage: d6+1
SP Type: Chalice
SP Cost: 1(1+)

Arrow Rain
Type: Physical, Pierce
Base Damage: d6+1
SP Type: Chalice
SP Cost: 1 per target(3+)

Assault Dive
Type: Physical, Pierce
Base Damage: d8+2
SP Type: Chalice
SP Cost: 1(4+)

Myriad Arrows
Type: Physical, Pierce
Base Damage: d8+2
SP Type: Chalice
SP Cost: 1 per target(6+)

Piercing Void
Type: Physical, Pierce
Base Damage: d10+3
SP Type: Chalice
SP Cost: 1(7+)

???
Type: Physical, Pierce
Base Damage: d10+3
SP Type: Chalice
SP Cost: 1 per target(9+)

Primal Force
Type: Physical, Pierce
Base Damage: d12+4
SP Type: Chalice
SP Cost: 1(10+)

Pralaya
Type: Physical, Pierce
Base Damage: d12+4
SP Type: Chalice
SP Cost: 1 per target(12+)
Snap
Type: Physical, Gun
Base Damage: d6+1
SP Type: Wand
SP Cost: 1(1+)

Ninety Nine Needles
Type: Physical, Gun
Base Damage: d6+1
SP Type: Wand
SP Cost: 1 per target(3+)

Weak Shot
Type: Physical, Gun
Base Damage: d8+2
SP Type: Wand
SP Cost: 1(4+)

???
Type: Physical, Gun
Base Damage: d8+2
SP Type: Wand
SP Cost: 1 per target(6+)

Tathlum Shot
Type: Physical, Gun
Base Damage: d10+3
SP Type: Wand
SP Cost: 1(7+)

Rapid Needle
Type: Physical, Gun
Base Damage: d10+3
SP Type: Wand
SP Cost: 1 per target(9+)

Grand Tack
Type: Physical, Gun
Base Damage: d12+4
SP Type: Wand
SP Cost: 1(10+)

Riot Gun
Type: Physical, Gun
Base Damage: d12+4
SP Type: Wand
SP Cost: 1 per target(12+)
Kouha
Type: Magical, Light
Base Damage: d6+1
SP Type: Any
SP Cost: 1(1+)

Light Strike
Type: Physical, Light
Base Damage: d6+1
SP Type: Any
SP Cost: 1(1+)

Makouha
Type: Magical, Light
Base Damage: d6+1
SP Type: Any
SP Cost: 1 per target(3+)

Kouga
Type: Magical, Light
Base Damage: d8+2
SP Type: Any
SP Cost: 1(4+)

Solar Strike
Type: Physical, Light
Base Damage: d8+2
SP Type: Any
SP Cost: 1(4+)

Makouga
Type: Magical, Light
Base Damage: d8+2
SP Type: Any
SP Cost: 1 per target(6+)

Kougaon
Type: Magical, Light
Base Damage: d10+3
SP Type: Any
SP Cost: 1(7+)

Dawn Strike
Type: Physical, Light
Base Damage: d10+3
SP Type: Any
SP Cost: 1(7+)

Makougaon
Type: Magical, Light
Base Damage: d10+3
SP Type: Any
SP Cost: 1 per target(9+)

Divine Judgement
Type: Magical, Light
Base Damage: d12+4
SP Type: Any
SP Cost: 1(10+)

???
Type: Physical, Light
Base Damage: d12+4
SP Type: Any
SP Cost: 1(10+)

Samsara
Type: Magical, Light
Base Damage: d12+4
SP Type: Any
SP Cost: 1 per target(12+)
Eiha
Type: Magical, Dark
Base Damage: d6+1
SP Type: Any
SP Cost: 1(1+)

Dark Strike
Type: Physical, Dark
Base Damage: d6+1
SP Type: Any
SP Cost: 1(1+)

Maeiha
Type: Magical, Dark
Base Damage: d6+1
SP Type: Any
SP Cost: 1 per target(3+)

Eiga
Type: Magical, Dark
Base Damage: d8+2
SP Type: Any
SP Cost: 1(4+)

Lunar Strike
Type: Physical, Dark
Base Damage: d8+2
SP Type: Any
SP Cost: 1(4+)

Maeiga
Type: Magical, Dark
Base Damage: d8+2
SP Type: Any
SP Cost: 1 per target(6+)

Eigaon
Type: Magical, Dark
Base Damage: d10+3
SP Type: Any
SP Cost: 1(7+)

Dusk Strike
Type: Physical, Dark
Base Damage: d10+3
SP Type: Any
SP Cost: 1(7+)

Maeigaon
Type: Magical, Dark
Base Damage: d10+3
SP Type: Any
SP Cost: 1 per target(9+)

Demonic Decree
Type: Magical, Dark
Base Damage: d12+4
SP Type: Any
SP Cost: 1(10+)

???
Type: Physical, Dark
Base Damage: d12+4
SP Type: Any
SP Cost: 1(10+)

Die For Me!
Type: Magical, Dark
Base Damage: d12+4
SP Type: Any
SP Cost: 1 per target(12+)
Dia
Base Healing: d4
SP Type: Chalice
SP Cost: 1(1+)

Media
Base Healing: d4
SP Type: Chalice
SP Cost: 1 per target(3+)

Diarama
Base Healing: d6+1
SP Type: Chalice
SP Cost: 1(4+)

Mediarama
Base Healing: d6+1
SP Type: Chalice
SP Cost: 1 per target(6+)

Diarahan
Base Healing: d8+2
SP Type: Chalice
SP Cost: 1(7+)

Mediarahan
Base Healing: d8+2
SP Type: Chalice
SP Cost: 1 per target(9+)

Salvation
Base Healing: d10+3
SP Type: Chalice
SP Cost: 1(10+)

Soothing Melody
Base Healing: d10+3
SP Type: Chalice
SP Cost: 1 per target(12+)
Patra
Effect: Cures Doom, Panic and Fear
SP Type: Wand
SP Cost: 1(1+)

Nervundi
Effect: Cures Poison, Exhaustion and Enervation
SP Type: Pentacle
SP Cost: 1(1+)

Becalm
Effect: Cures Mute, Stone and Charm
SP Type: Sword
SP Cost: 1(1+)

Amrita Drop
Effect: Cures all ailments
SP Type: Any
SP Cost: 1(4+)

Me Patra
Effect: Cures Doom, Panic and Fear
SP Type: Wand
SP Cost: 2(6+)

Me Nervundi
Effect: Cures Poison, Exhaustion and Enervation
SP Type: Pentacle
SP Cost: 2(6+)

Me Becalm
Effect: Cures Mute, Stone and Charm
SP Type: Sword
SP Cost: 2(6+)

Amrita Drop
Effect: Cures all ailments
SP Type: Any
SP Cost: 2(9+)
Tarukaja
Effect: Target has advantage on Physical Attack rolls
SP Type: Any
SP Cost: 1(1+)

Makakaja
Effect: Target has advantage on Magical Attack rolls
SP Type: Any
SP Cost: 1(1+)

Rakukaja
Effect: Target has advantage on Weapon Defense rolls
SP Type: Any
SP Cost: 1(1+)

Sukukaja
Effect: Target has advantage on Force Defense rolls
SP Type: Any
SP Cost: 1(1+)

Samakaja
Effect: Target has advantage on Elemental Defense rolls
SP Type: Any
SP Cost: 1(1+)

Dekunda
Effect: Removes any Curse effect
SP Type: Any
SP Cost: 1(3+)

Matarukaja
Effect: Targets have advantage on Physical Attack rolls
SP Type: Any
SP Cost: 2(6+)

Mamakakaja
Effect: Targets have advantage on Magical Attack rolls
SP Type: Any
SP Cost: 2(6+)

Marakukaja
Effect: Targets have advantage on Weapon Defense rolls
SP Type: Any
SP Cost: 2(6+)

Masukukaja
Effect: Targets have advantage on Force Defense rolls
SP Type: Any
SP Cost: 2(6+)

Masamakaja
Effect: Targets have advantage on Elemental Defense rolls
SP Type: Any
SP Cost: 2(6+)

Madekunda
Effect: Removes any Curse effect
SP Type: Any
SP Cost: 2(8+)
Tarunda
Effect: Target has disadvantage on Physical Attack rolls
SP Type: Any
SP Cost: 1(1+)

Makanda
Effect: Target has disadvantage on Magical Attack rolls
SP Type: Any
SP Cost: 1(1+)

Rakunda
Effect: Target has disadvantage on Weapon Defense rolls
SP Type: Any
SP Cost: 1(1+)

Sukunda
Effect: Target has disadvantage on Force Defense rolls
SP Type: Any
SP Cost: 1(1+)

Samanda
Effect: Target has disadvantage on Elemental Defense rolls
SP Type: Any
SP Cost: 1(1+)

Dekaja
Effect: Removes any Bless effect
SP Type: Any
SP Cost: 1(3+)

Matarunda
Effect: Targets have disadvantage on Physical Attack rolls
SP Type: Any
SP Cost: 2(6+)

Mamakanda
Effect: Targets have disadvantage on Magical Attack rolls
SP Type: Any
SP Cost: 2(6+)

Marakunda
Effect: Targets have disadvantage on Weapon Defense rolls
SP Type: Any
SP Cost: 2(6+)

Masukunda
Effect: Targets have disadvantage on Force Defense rolls
SP Type: Any
SP Cost: 2(6+)

Masamabda
Effect: Targets have disadvantage on Elemental Defense rolls
SP Type: Any
SP Cost: 2(6+)

Madekaja
Effect: Removes any Bless effect
SP Type: Any
SP Cost: 2(8+)
Fire Wall
Effect: Fire Affinity +2
SP Type: Wand
SP Cost: 1(1+)

Water Wall
Effect: Water Affinity +2
SP Type: Chalice
SP Cost: 1(1+)

Earth Wall
Effect: Earth Affinity +2
SP Type: Pentacle
SP Cost: 1(1+)

Wind Wall
Effect: Wind Affinity +2
SP Type: Wand
SP Cost: 1(1+)

Ice Wall
Effect: Ice Affinity +2
SP Type: Chalice
SP Cost: 1(1+)

Psy Wall
Effect: Psy Affinity +2
SP Type: Wand
SP Cost: 1(1+)

Elec Wall
Effect: Elec Affinity +2
SP Type: Sword
SP Cost: 1(1+)

Nuclear Wall
Effect: Nuclear Affinity +2
SP Type: Pentacle
SP Cost: 1(1+)

Pierce Wall
Effect: Pierce Affinity +2
SP Type: Chalice
SP Cost: 1(1+)

Gun Wall
Effect: Gun Affinity +2
SP Type: Wand
SP Cost: 1(1+)

Slash Wall
Effect: Slash Affinity +2
SP Type: Sword
SP Cost: 1(1+)

Strike Wall
Effect: Strike Affinity +2
SP Type: Pentacle
SP Cost: 1(1+)

Weapon Wall
Effect: Strike/Slash/Pierce/Gun Affinity +2
SP Type: Any
SP Cost: 1(3+)

Elemental Wall
Effect: Fire/Water/Earth/Wind Affinity +2
SP Type: Any
SP Cost: 1(3+)

Force Wall
Effect: Ice/Elec/Psy/Nuclear Affinity +2
SP Type: Any
SP Cost: 1(3+)

Debreak
Effect: Removes all Break effects
SP Type: Any
SP Cost: 1(4+)

Fire Barrier
Effect: Fire Affinity +2
SP Type: Wand
SP Cost: 2(6+)

Water Barrier
Effect: Water Affinity +2
SP Type: Chalice
SP Cost: 2(6+)

Earth Barrier
Effect: Earth Affinity +2
SP Type: Pentacle
SP Cost: 2(6+)

Wind Barrier
Effect: Wind Affinity +2
SP Type: Wand
SP Cost: 2(6+)

Ice Barrier
Effect: Ice Affinity +2
SP Type: Chalice
SP Cost: 2(6+)

Psy Barrier
Effect: Psy Affinity +2
SP Type: Wand
SP Cost: 2(6+)

Elec Barrier
Effect: Elec Affinity +2
SP Type: Sword
SP Cost: 2(6+)

Nuclear Barrier
Effect: Nuclear Affinity +2
SP Type: Pentacle
SP Cost: 2(6+)

Pierce Barrier
Effect: Pierce Affinity +2
SP Type: Chalice
SP Cost: 2(6+)

Gun Barrier
Effect: Gun Affinity +2
SP Type: Wand
SP Cost: 2(6+)

Slash Barrier
Effect: Slash Affinity +2
SP Type: Sword
SP Cost: 2(6+)

Strike Barrier
Effect: Strike Affinity +2
SP Type: Pentacle
SP Cost: 2(6+)

Weapon Barrier
Effect: Strike/Slash/Pierce/Gun Affinity +2
SP Type: Any
SP Cost: 2(8+)

Elemental Barrier
Effect: Fire/Water/Earth/Wind Affinity +2
SP Type: Any
SP Cost: 2(8+)

Force Barrier
Effect: Ice/Elec/Psy/Nuclear Affinity +2
SP Type: Any
SP Cost: 2(8+)

Madebreak
Effect: Removes all Break effects
SP Type: Any
SP Cost: 2(9+)
Fire Break
Effect: Fire Affinity -2
SP Type: Wand
SP Cost: 1(1+)

Water Break
Effect: Water Affinity -2
SP Type: Chalice
SP Cost: 1(1+)

Earth Break
Effect: Earth Affinity -2
SP Type: Pentacle
SP Cost: 1(1+)

Wind Break
Effect: Wind Affinity -2
SP Type: Wand
SP Cost: 1(1+)

Ice Break
Effect: Ice Affinity -2
SP Type: Chalice
SP Cost: 1(1+)

Psy Break
Effect: Psy Affinity -2
SP Type: Wand
SP Cost: 1(1+)

Elec Break
Effect: Elec Affinity -2
SP Type: Sword
SP Cost: 1(1+)

Nuclear Break
Effect: Nuclear Affinity -2
SP Type: Pentacle
SP Cost: 1(1+)

Pierce Break
Effect: Pierce Affinity -2
SP Type: Chalice
SP Cost: 1(1+)

Gun Break
Effect: Gun Affinity -2
SP Type: Wand
SP Cost: 1(1+)

Slash Break
Effect: Slash Affinity -2
SP Type: Sword
SP Cost: 1(1+)

Strike Break
Effect: Strike Affinity -2
SP Type: Pentacle
SP Cost: 1(1+)

Weapon Break
Effect: Strike/Slash/Pierce/Gun Affinity -2
SP Type: Any
SP Cost: 1(3+)

Elemental Break
Effect: Fire/Water/Earth/Wind Affinity -2
SP Type: Any
SP Cost: 1(3+)

Force Break
Effect: Ice/Elec/Psy/Nuclear Affinity -2
SP Type: Any
SP Cost: 1(3+)

Dewall
Effect: Removes all Break effects
SP Type: Any
SP Cost: 1(4+)

Fire Corrosion
Effect: Fire Affinity -2
SP Type: Wand
SP Cost: 2(6+)

Water Corrosion
Effect: Water Affinity -2
SP Type: Chalice
SP Cost: 2(6+)

Earth Corrosion
Effect: Earth Affinity -2
SP Type: Pentacle
SP Cost: 2(6+)

Wind Corrosion
Effect: Wind Affinity -2
SP Type: Wand
SP Cost: 2(6+)

Ice Corrosion
Effect: Ice Affinity -2
SP Type: Chalice
SP Cost: 2(6+)

Psy Corrosion
Effect: Psy Affinity -2
SP Type: Wand
SP Cost: 2(6+)

Elec Corrosion
Effect: Elec Affinity -2
SP Type: Sword
SP Cost: 2(6+)

Nuclear Corrosion
Effect: Nuclear Affinity -2
SP Type: Pentacle
SP Cost: 2(6+)

Pierce Corrosion
Effect: Pierce Affinity -2
SP Type: Chalice
SP Cost: 2(6+)

Gun Corrosion
Effect: Gun Affinity -2
SP Type: Wand
SP Cost: 2(6+)

Slash Corrosion
Effect: Slash Affinity -2
SP Type: Sword
SP Cost: 2(6+)

Strike Corrosion
Effect: Strike Affinity -2
SP Type: Pentacle
SP Cost: 2(6+)

Weapon Corrosion
Effect: Strike/Slash/Pierce/Gun Affinity -2
SP Type: Any
SP Cost: 2(8+)

Elemental Corrosion
Effect: Fire/Water/Earth/Wind Affinity -2
SP Type: Any
SP Cost: 2(8+)

Force Corrosion
Effect: Ice/Elec/Psy/Nuclear Affinity -2
SP Type: Any
SP Cost: 2(8+)

Madewall
Effect: Removes all Break effects
SP Type: Any
SP Cost: 2(9+)
Poisma
Effect: Inflicts Poison
Base DC: 8
Save Type: Constitution
SP Type: Pentacle
SP Cost: 1(1+)

Soul Break
Effect: Inflicts Exhaustion
Base DC: 8
Save Type: Wisdom
SP Type: Pentacle
SP Cost: 1(1+)

Enervate
Effect: Inflicts Enervation
Base DC: 8
Save Type: Constitution
SP Type: Pentacle
SP Cost: 1(1+)

Poison Circle
Effect: Inflicts Poison
Base DC: 2
Save Type: Constitution
SP Type: Pentacle
SP Cost: 2(5+)

Exhaustion Circle
Effect: Inflicts Exhaustion
Base DC: 2
Save Type: Wisdom
SP Type: Pentacle
SP Cost: 2(5+)

Enervate Circle
Effect: Inflicts Enervate
Base DC: 2
Save Type: Constitution
SP Type: Pentacle
SP Cost: 2(5+)

Poison Mist
Effect: Inflicts Poison
Base DC: 7
Save Type: Constitution
SP Type: Pentacle
SP Cost: 3(9+)

Anima Freeze
Effect: Inflicts Exhaustion
Base DC: 7
Save Type: Wisdom
SP Type: Pentacle
SP Cost: 3(9+)

Old One
Effect: Inflicts Enervate
Base DC: 7
Save Type: Constitution
SP Type: Pentacle
SP Cost: 3(9+)
Makajam
Effect: Inflicts Mute
Base DC: 8
Save Type: Intelligence
SP Type: Sword
SP Cost: 1(1+)

Petrifier
Effect: Inflicts Stone
Base DC: 8
Save Type: Strength
SP Type: Sword
SP Cost: 1(1+)

Marin Karin
Effect: Inflicts Charm
Base DC: 8
Save Type: Charisma
SP Type: Sword
SP Cost: 1(1+)

Mute Circle
Effect: Inflicts Mute
Base DC: 2
Save Type: Intelligence
SP Type: Sword
SP Cost: 2(5+)

Stone Circle
Effect: Inflicts Stone
Base DC: 2
Save Type: Strength
SP Type: Sword
SP Cost: 2(5+)

Charm Circle
Effect: Inflicts Charm
Base DC: 2
Save Type: Charisma
SP Type: Sword
SP Cost: 2(5+)

Makajamon
Effect: Inflicts Mute
Base DC: 7
Save Type: Intelligence
SP Type: Sword
SP Cost: 3(9+)

Stone Gaze
Effect: Inflicts Stone
Base DC: 7
Save Type: Strength
SP Type: Sword
SP Cost: 3(9+)

Allure
Effect: Inflicts Charm
Base DC: 7
Save Type: Charisma
SP Type: Sword
SP Cost: 3(9+)
Blood Curse
Effect: Inflicts Doom
Base DC: 8
Save Type: Dexterity
SP Type: Wand
SP Cost: 1(1+)

Pulinpa
Effect: Inflicts Panic
Base DC: 8
Save Type: Charisma
SP Type: Wand
SP Cost: 1(1+)

Evil Touch
Effect: Inflicts Fear
Base DC: 8
Save Type: Charisma
SP Type: Wand
SP Cost: 1(1+)

Doom Circle
Effect: Inflicts Doom
Base DC: 2
Save Type: Dexterity
SP Type: Wand
SP Cost: 2(5+)

Panic Circle
Effect: Inflicts Panic
Base DC: 2
Save Type: Charisma
SP Type: Wand
SP Cost: 2(5+)

Fear Circle
Effect: Inflicts Fear
Base DC: 2
Save Type: Charisma
SP Type: Wand
SP Cost: 2(5+)

Blood Curse
Effect: Inflicts Doom
Base DC: 7
Save Type: Dexterity
SP Type: Wand
SP Cost: 3(9+)

Tentarafoo
Effect: Inflicts Panic
Base DC: 7
Save Type: Charisma
SP Type: Wand
SP Cost: 3(9+)

Evil Smile
Effect: Inflicts Fear
Base DC: 7
Save Type: Charisma
SP Type: Wand
SP Cost: 3(9+)
Poison: You don't feel good. Lose 20% max HP each combat round.
Exhaustion: You are too tired. You can't use healing skills.
Enervation: You energy is being sapped. Your SP cost is doubled.
Mute: Your Magical abilities are bound. You can't use Magical Attacks.
Stone: Your Physical abilities are bound. You can't use Physical Attacks.
Charm: You are to infatuated to exert your will on others. You can't use Ailment Attacks.
Doom: You are cursed. Every time you deal damage you also take the same amount of damage.
Panic: You are to panicked to control yourself. 50% chance to lose a turn.
Fear: You are to startled to be in control of yourself. You have disadvantage to all your saves.

NyarlyThotep
2018-04-10, 08:55 AM
Reserved for Demons, Sub-Personas, Mantras and all that good stuff.