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Energy Skills
USE DEMONIC GIFT: Roll to successfully use your demonic gift. If you fail, your actions are wasted. If you roll 40 under your skill level, it's a critical, which doubles your damage if it's a damage‐dealing effect.
TREAT ENERGY INJURY: Roll to treat an injury caused by energy magic. You must have an energy magic treatment kit or supplies the RM deems an equivalent in order to use this skill.
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RESTABILIZATION: Roll to resist any form of destabilizing demonic energy present in the 9 Rings. If you fail, you lose demonic stability points at RM's discretion.
EARTHLY MAGIC: Add number to rolls to successfully cast an earthly magic spell. If you fail, your actions are wasted. A roll of 99 equals a critical success and means the opponent does not get an opportunity to resist.
DEMON MAGIC: Add number to rolls to successfully cast a demon magic spell. If you fail, your actions are wasted. A roll of 99 equals a critical success and means the opponent does not get an opportunity to resist. A roll of 1 equals a critical failure and costs the player two demonic stability points.
ETHEREAL MAGIC: Add number to rolls to successfully cast an ethereal magic spell. If you fail, your actions are wasted. A roll of 99 equals a critical success and means the opponent does not get an opportunity to resist. A roll of 1 equals a critical failure and costs the player two mental stability points.
ELDER MAGIC: Add number to rolls to successfully cast an elder magic spell. If you fail, your actions are wasted. A roll of 99 equals a critical success and means the opponent does not get an opportunity to resist. A roll of 1 equals a critical failure and costs the player 50% of their HP, rounded down. NOTE: Remember, Elder Magic can only be learned from an Assessorial God.
FOCUS ENERGY: Roll to spend a turn focusing on your magical energy to get 25 points added to your caster roll and +10 to damage. Takes all actions; must not move to perform.
RANGED SPELL WEAPONS: Add number to rolls to successfully cast spells from a staff, wand, or other magical projectile weapon. If you fail, your actions are wasted. A roll of 99 equals a critical success and means the opponent does not get an opportunity to resist. A roll of 1 equals a critical failure and the weapon backfires, dealing 1d6 damage to yourself.
You need at least 5 Energy and have the ability to cast level 1 earthly magic to use a low class ranged spell weapon, 10 Energy and have the ability to cast level 2 earthly magic to use a medium class ranged spell weapon, and 15 Energy and the ability to cast level 3 earthly magic to use high class and special ranged spell weapons.
MELEE SPELL: Roll before you attempt to cast a spell while in close combat. If you fail, you lose the chance to cast. This roll takes no actions, but if you fail the roll, you lose whatever actions the spell cost as if you cast the spell.