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  • Home
  • Taking Part
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  1. Spellbook
  2. Level 1: Ardor



LEVEL 1: ARDOR

Obtained By: A spark deep within one’s soul, wielded by novices.

Stats

TYPEMAIN ACTION
POTENCY5
COOLDOWN1 TURN
TARGETINGSINGLE

Special Effect: CHARGE

A character can choose to charge as their action for one turn. While charging, a character cannot evade incoming attacks, and takes 50% more damage. The next turn, they will unleash an attack with a potency of 12.

Special Interactions

  • A charged attack will do at least 5 HP damage (might be subject to change)
  • A charged attack cannot be canceled by enemies.

Overworld Applications


  • ACTION ILLUMINATE: Can be used to provide light in a dark space.
  • ACTION ATTACK: Can be used to attack/apply force to obstacles.
  • ACTION PRE-ENCOUNTER ATTACK: Can be used to attack a foe before an encounter begins.

Description / Roleplay Properties

Allows the user to conjure and shoot powerful energy blasts.

Aether is channeled into flowing aura— a reflection of one’s soul. The colour and texture of an energy blast will vary depending on the user, the smell and particle effects will also depend on the user. A user can expel Ardor from either their hands or mouth.

When a foe is struck— they will feel the force of the blast along with warmth, and/or applicable scents. Repeated strikes can result in burn-like effects, rashes, or scrapes.

Energy blasts can come in different sizes— its size determines its power. Larger blasts take longer to charge.

  • Max size: up to 40 cm in diameter (extra effects like particles and smoke can extend beyond this range). Charge time: 5 seconds.
  • Min size: 4cm in diameter (extra effects like particles and smoke can extend beyond this range). Charge time: 0.5 seconds.
  • Speed: up to 70 km/ph. Blast must remain in motion or it will dissipate.
  • Distance: Blasts can travel up to 50m before they begin to dissipate.
  • Characters can only conjure one blast at a time.