Heritage Abilities

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28 Abilities

1: Gift of Mana; Draconic Blood; Demonic Blood; Angelic Blood; Faerie's Blood; Divine Blood; Vampiric Blood; Draconic Breath I; Demonic Laugh I; Angelic Cry I; Faerie's Charm I; Divine Immunity I; Vampiric Drain.

5: Draconic Breath II; Demonic Cry II; Angelic Cry II; Faerie's Charm II; Divine Immunity II

10: Draconic Breath III; Demonic Cry III; Angelic Cry III; Faerie's Charm III; Divine Immunity III

15: Draconic Breath IV; Demonic Cry IV; Angelic Cry IV; Faerie's Charm IV; Divine Immunity IV

Gift of Mana

Ability Type: Inherent Heritage

Requirements: None.

Ability Cost: 2

Effect: The character may train in Black or White Magic. The character also has an additional 20 Mana.

Draconic Blood

Ability Type: Inherent Heritage

Requirements: None.

Ability Cost: 3

Effect: The character gains +5 to STR or STA and gains Resist 10 to one of the following elements: fire, cold, acid or electricity.

Draconic Breath I

Ability Type: Supernatural Ability (Fire, Acid, Cold or Electric)

Requirements: Draconic Blood; MAG 0

Ability Cost: 1

Action Point Cost: 6

Mana Cost: 50

Range: Blast 3

To-Hit: STA + MagFoc vs. Dodge

Targets: All units in range

Hit: 28+STA damage of the same type as that chosen for the Draconic Blood ability

Miss: Half damage

Draconic Breath II

Ability Type: Supernatural Ability (Fire, Acid, Cold or Electric)

Requirements: Draconic Breath I; Level 5

Ability Cost: 1

Action Point Cost: 7

Mana Cost: 70

Range: Blast 4

To-Hit: STA + MagFoc vs. Dodge

Targets: All units in range

Hit: 38+STA damage of the same type chosen for the Draconic Blood ability

Miss: Half damage

Draconic Breath III

Ability Type: Supernatural Ability (Fire, Acid, Cold or Electric)

Requirements: Draconic Breath II; LVL 10

Ability Cost: 1

Action Point Cost: 8

Mana Cost: 95

Range: Blast 5

To-Hit: STA + MagFoc vs. Dodge

Targets: All units in range

Hit: 50+STA damage of the same type chosen for the Draconic Blood ability

Miss: Half damage

Draconic Breath IV

Ability Type: Supernatural Ability (Fire, Acid, Cold or Electric)

Requirements: Draconic Breath III; LVL 15

Ability Cost: 1

Action Point Cost: 9

Mana Cost: 120

Range: Blast 5

To-Hit: STA + MagFoc vs. Dodge

Targets: All units in range

Hit: 63+STA damage of the same type chosen for the Draconic Blood ability

Miss: Half damage

Demonic Blood

Ability Type: Heritage

Requirements: Must be taken at character creation.

Ability Cost: 3

Effect: The character gains +5 to either INT or FOR and a +10 bonus to defenses against abilities with the Charm keyword.

Demonic Laugh I

Ability Type: Supernatural Ability (Fear)

Requirements: Demonic Blood; MAG 0

Ability Cost: 1

Action Point Cost: 6

Mana Cost: 50

Range: Burst 2

To-Hit: FOR + MagFoc vs. Will MagRes

Targets: All enemies in range

Hit: The target is hindered 10 for two rounds

Demonic Laugh II

Ability Type: Supernatural Ability (Fear)

Requirements: Demonic Laugh I; LVL 5

Ability Cost: 1

Action Point Cost: 7

Mana Cost: 70

Range: Burst 2

To-Hit: FOR + MagFoc vs. Will MagRes

Targets: All enemies in range

Hit: The target is hindered 10 for four rounds

Demonic Laugh III

Ability Type: Supernatural Ability (Fear)

Requirements: Demonic Laugh II; LVL 10

Ability Cost: 1

Action Point Cost: 8

Mana Cost: 95

Range: Burst 2

To-Hit: FOR + MagFoc vs. Will MagRes Targets: All enemies in range

Hit: The target is hindered 15 for four rounds

Miss: The target is hindered 5 for two rounds   Demonic Laugh IV

Ability Type: Supernatural Ability (Fear)

Requirements: Demonic Laugh III; LVL 15

Ability Cost: 1

Action Point Cost: 9

Mana Cost: 120

Range: Burst 3

To-Hit: FOR + MagFoc vs. Will MagRes Targets: All enemies in range

Hit: The target is hindered 20 for four rounds

Miss: The target is hindered 10 for two rounds

Angelic Blood

Ability Type: Heritage

Requirements: Inherent

Ability Cost: 3

Effect: The character gains +10 to either FOR or STA and gains Resist 5 Acid, Cold, Electricity and Fire

Angelic Cry I

Ability Type: Supernatural Ability (Inspiring)

Requirements: Angelic Blood; MAG 0

Ability Cost: 1

Action Point Cost: 6

Mana Cost: 50

Range: Burst 2

Targets: All allies in range

Effect: The target is Boosted 5 for two rounds''

Angelic Cry II

Ability Type: Supernatural Ability (Inspiring)

Requirements: Angelic Cry I; LVL 5

Ability Cost: 1

Action Point Cost: 7

Mana Cost: 75

Range: Burst 2

Targets: All allies in range

Effect: The target is Boosted 5 for four rounds.

Angelic Cry III

Ability Type: Supernatural Ability (Inspiring)

Requirements: Angelic Cry II; LVL 10

Ability Cost: 1

Action Point Cost: 8

Mana Cost: 90

Range: Burst 2

Targets: All allies in range

Effect: The target is Boosted 10 for four rounds.

Angelic Cry IV

Ability Type: Supernatural Ability (Inspiring)

Requirements: Angelic Cry III; LVL 15

Ability Cost: 1

Action Point Cost: 9

Mana Cost: 125

Range: Burst 3

Targets: All allies in range

Effect: The target is Boosted 15 for four rounds, after which it is Boosted 5 for two rounds.

Faerie's Blood

Ability Type: Heritage

Requirements: Inherent

Ability Cost: 3

Effect: The character gains +10 to either MAG or FOR and +5 MagRes or PsiRes.

Faerie's Charm I

Ability Type: Supernatural Ability (Charm)

Requirements: Faerie's Blood; MAG 0

Ability Cost: 1

Action Point Cost: 6

Mana Cost: 50

Range: 4

To-Hit: MAG + MagFoc vs. Will MagRes

Targets: One unit

Hit: The target is charmed 1, after which it is immune to the caster's Faerie's Charm abilities for the remainder of the encounter.

Faerie's Charm II

Ability Type: Supernatural Ability (Charm)

Requirements: Faerie's Charm I; LVL 5

Ability Cost: 1

Action Point Cost: 7

Mana Cost: 75

Range: 5

To-Hit: MAG + MagFoc vs. Will MagRes

Targets: One unit

Hit: The target is charmed 2, after which it is immune to the caster's Faerie's Charm abilities for the remainder of the encounter.

Faerie's Charm III

Ability Type: Supernatural Ability (Charm)

Requirements: Faerie's Charm II; LVL 10

Ability Cost: 1

Action Point Cost: 8

Mana Cost: 90

Range: 6

To-Hit: MAG + MagFoc vs. Will MagRes

Targets: One unit

Hit: The target is dominated 1, after which it is immune to the caster's Faerie's Charm abilities for the remainder of the encounter.

Faerie's Charm IV

Ability Type: Supernatural Ability (Charm)

Requirements: Faerie's Charm III; LVL 15

Ability Cost: 1

Action Point Cost: 8

Mana Cost: 125

Range: 6

To-Hit: MAG + MagFoc vs. Will MagRes

Targets: Two adjacent units within range.

Hit: The target is dominated 1, after which it is immune to the caster's Faerie's Charm abilities for the remainder of the encounter.

Divine Blood

Ability Type: Inherent Heritage

Requirements: Inherent

Ability Cost: 3

Effect: The character gains +10 to either FOR or LUC and +10 to Fort. MagRes.

Divine Immunity I

Ability Type: Supernatural Ability (Protecting)

Requirements: Divine Blood; MAG 0

Ability Cost: 1

Action Point Cost: 6

Mana Cost: 50

Range: Personal

Targets: Self

Effect: The target gains Resist 20 all for 4 rounds

Divine Immunity II

Ability Type: Supernatural Ability (Protecting)

Requirements: Divine Immunity I; Level 5

Ability Cost: 1

Action Point Cost: 7

Mana Cost: 75

Range: Personal

Targets: Self

Effect: The target gains Resist 30 all for 4 rounds

Divine Immunity III

Ability Type: Supernatural Ability (Protecting)

Requirements: Divine Immunity II; LVL 10

Ability Cost: 1

Action Point Cost: 8

Mana Cost: 90

Range: Personal Targets: Self

Effect: The target gains Resist 40 all for 4 rounds

Divine Immunity IV

Ability Type: Supernatural Ability (Protecting)

Requirements: Divine Immunity III; LVL 15

Ability Cost: 1

Action Point Cost: 9

Mana Cost: 125

Range: Personal

Targets: Self

Effect: The target gains Resist 50 all for 4 rounds

Vampiric Blood

Ability Type: Heritage

Requirements: Inherent

Ability Cost: 3

Effect: The character gains +10 to either REF or FOR and darkvision.

Vampiric Drain I

Ability Type: Supernatural Ability (Necrotic)

Requirements: Vampiric Blood; STR 0

Ability Cost: 1

Action Point Cost: 9

Range: Unarmed Melee

To-Hit: REF + MelOff vs. MelDef

Targets: One unit

Hit: 20+STR damage. The caster then regains PBS equal to 1/2 the damage dealt.

Vampiric Drain II

Ability Type: Supernatural Ability (Necrotic) Requirements: Vampiric Drain I; Level 5

Ability Cost: 1

Action Point Cost: 9

Range: Unarmed Melee

To-Hit: REF + MelOff vs. MelDef

Targets: One unit

Hit: 30+STR damage. The caster then regains PBS equal to 1/2 the damage dealt.

Vampiric Drain III

Ability Type: Supernatural Ability (Necrotic) Requirements: Vampiric Drain II; Level 10

Ability Cost: 1

Action Point Cost: 9

Range: Unarmed Melee

To-Hit: REF + MelOff vs. MelDef

Targets: One unit Hit: 40+STR damage. The caster then regains PBS equal to 1/2 the damage dealt.

Vampiric Drain IV

Ability Type: Supernatural Ability (Necrotic) Requirements: Vampiric Drain III; Level 15

Ability Cost: 1

Action Point Cost: 9

Range: Unarmed Melee

To-Hit: REF + MelOff vs. MelDef

Targets: One unit

Hit: 50+STR damage. The caster then regains PBS equal to 1/2 the damage dealt.

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