Summer Lord: Difference between revisions

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  Vigor: 4
  Vigor: 4


  Physical Defense: 7 (4 dodge, 3 armor); 2 Damage Reduction
  Physical Defense: 7 (4 dodge, 3 armor); 2 Damage Reduction, 1 Parry
  Magical Defense: 5; 1 Magical Damage Reduction
  Magical Defense: 5; 1 Magical Damage Reduction
  Magic Resistance: 14d10
  Magic Resistance: 14d10


  Attack: 18d10 lethal or nonlethal, ''Golden Staff''*
  Attack: 18d10 lethal or nonlethal, ''Golden Staff''*
  Parry Attack: 16d10 vs unmodified incoming attack roll to negate incoming melee damage (readied action).


  Initiative: + 2
  Initiative: + 2
  Speed: 12
  Speed: 12
||  
||  
Rank 1: [[Fighting Style: Staves]]
Rank 1: [[Flash Heal]]


Rank 2: [[Mana Bolt]] (10d10)
Rank 2: [[Fighting Style: Staves]]


Rank 3: [[Dominate]] (11d10)
Rank 3: Improved [[Mana Bolt]]


Rank 4: Improved Stats
Rank 4: Improved Stats

Revision as of 22:28, 4 September 2019

Individual Monster Pages:

The Summer Lords of Seelie are beautiful to behold: fair skin and fine features; wild, brilliant hair in all hues imaginable; and an intimate understanding of the workings of magic developed over thousands of years. Only the most powerful of these Lords have fashioned themselves a Golden Staff - a mark of magical mastery, this heavily-enchanted weapon is tied to the very life-force of its wielder and is capable of consuming foreign mana for later use.
Image Stats Special Abilities
Image
Health: 16
Vigor: 4
Physical Defense: 7 (4 dodge, 3 armor); 2 Damage Reduction, 1 Parry
Magical Defense: 5; 1 Magical Damage Reduction
Magic Resistance: 14d10
Attack: 18d10 lethal or nonlethal, Golden Staff*
 Parry Attack: 16d10 vs unmodified incoming attack roll to negate incoming melee damage (readied action).
Initiative: + 2
Speed: 12

Rank 1: Flash Heal

Rank 2: Fighting Style: Staves

Rank 3: Improved Mana Bolt

Rank 4: Improved Stats

Rank 5: Golden Staff*

Rank 5: Improved Teleportation (14d10)

*A physical attack from a Golden Staff will consume a target's mana equivalent to ½ the damage caused. Each point of mana consumed by the staff is converted to a charge. The charge pool (max 20 charges) may be used once each turn as a fast action in one of the following ways:

  • Apply or maintain magical Fire on the Staff for 1 round (1 charge)
  • Consume up to 10 charges to replenish wielder’s mana stores (2 charges = 1 mana)
  • Cast Ignite Mana (minimum 10 charges): 1d10 per charge
  • Cast Mana Storm (minimum 15 charges): 1d10 per charge

Once per day, touching an Enchantment with a Golden Staff results in an automatic attempt to Dispel the enchantment as the staff tries to consume its mana. This Dispel rolls 15d10 vs caster rank. A successfully dispelled enchantment siphons caster rank charges to the wielder's Charge pool.