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creature must have use <strong>of</strong> its arms and may not be<br />
holding any other in-game object in its hand in order<br />
to use a packet attack, even if it is touch-casting the<br />
ability. This includes claws, which must be retracted<br />
in order to use any packet-based ability.<br />
Arcane Effects delivered as<br />
arcane will ignore and not expend a shield Magic or<br />
Reflect Magic spell. These effects are removed by a<br />
Dispel Magic.<br />
Elemental Effects delivered<br />
as elemental will be stopped by an elemental shield.<br />
Elemental attacks may also be delivered as damage in<br />
which case a number will be stated before the word<br />
“Elemental” and will be followed by the damage<br />
type that the damage is attributed to. These effects<br />
are removed by a Dispel Magic.<br />
Magic Effects delivered as<br />
magic will be stopped by a shield Magic spell or a<br />
Reflect Magic spell. These effects are removed by a<br />
Dispel Magic.<br />
Physical Effects delivered as<br />
physical will be stopped by a Magic Armor spell,<br />
Physical Shield and can be stopped by a Parry. These<br />
effects are removed by a Remove Physical.<br />
Poison Effects delivered as<br />
poison will be stopped by a Poison shield spell or the<br />
racial skill Resist Poison. These effects are removed<br />
by a Purify Blood.<br />
Additional Effects and Attacks<br />
Base Claws/Body Weaponry<br />
Monsters with this ability can strike with large claws<br />
or fists. The phys-reps will always be covered in red<br />
duct or kite tape; however, you cannot tell the<br />
difference between claws and real weapons unless<br />
you can actually see the red tape. The claws cannot<br />
be Fumbled, Shattered, or Destroyed. The NPC<br />
cannot call a Hold to pull out claws. Consider the<br />
claws retractable.<br />
Blood Magic<br />
Some powerful Vampyres have the ability to use<br />
their blood to power dark magics. These spells are<br />
collectively known as blood magic. Blood Magic<br />
effects may be delivered via Packet, weapon strike,<br />
or by voice. These effects are considered to be<br />
“Blood” by type and therefore cannot be resisted or<br />
shielded by normal means. Vampires may replicate<br />
any known magical or elemental effect by calling<br />
upon their blood. In addition to this they have<br />
developed unique effects known only to blood<br />
mages. The correct incant for all Blood magic effect<br />
is “By my blood ”<br />
Known blood magic effects:<br />
Ever-night/Ever-day: When the target is<br />
successfully struck by “Ever-Night/Ever-Day” it<br />
will cause an effect that mimics the effect <strong>of</strong><br />
Night or Day for 10 minutes. (Note: if a<br />
Lycanthrope is struck by this spell their<br />
“transform” statistics will be the only part <strong>of</strong><br />
them that change. This spell does not force a<br />
physical (makeup) transformation for the 10<br />
minute duration.) Some powerful vampires are<br />
able to effect large areas for long durations with<br />
this effect.<br />
Sap: When target is successfully struck by<br />
“Sap”, they will take a certain amount <strong>of</strong> body<br />
points <strong>of</strong> damage, while the caster <strong>of</strong> “Sap” will<br />
be healed the same amount <strong>of</strong> body points. The<br />
body point exchange will happen regardless <strong>of</strong><br />
the remaining body points <strong>of</strong> the target, and<br />
regardless <strong>of</strong> the targets metabolism type. This<br />
spell may not be used on beings that are dead or<br />
at under 1 body point. The amount <strong>of</strong> body<br />
damage taken/healed is determined by the incant.<br />
For example “By my blood sap 20” would deal<br />
20 points <strong>of</strong> body damage to the target and heal<br />
20 points to the caster.<br />
Solace <strong>of</strong> the scholar: This spell causes the<br />
caster to take no effect from Undead or Living,<br />
melee or ranged attacks. The caster must choose<br />
one or the other and must recast the spell to<br />
change their option. The caster <strong>of</strong> the spell must<br />
cross their arms across their chest for the<br />
duration <strong>of</strong> its effect and state “solace” to signify<br />
that the effect is up when struck. The only effect<br />
that can bypass this protection is Dispel Magic,<br />
regardless <strong>of</strong> casters lineage (living or undead).<br />
All defenses (i.e. dodge, spell shield, etc) apply<br />
as normal.<br />
Spell Shield: Casting <strong>of</strong> this spell allows<br />
the caster to have a shield magic against a<br />
specific spell type (i.e. Eldritch, Elemental<br />
Fenorrian or Blood). This shield will protect<br />
against the first spell <strong>of</strong> chosen type. The type <strong>of</strong><br />
shield must be specified at time <strong>of</strong> casting. The<br />
caster must state “ shield” when this<br />
effect is used.<br />
Battle Cry: Upon casting this spell all those that<br />
hear the casters incant and consider the caster an<br />
ally, gain +1 melee damage point for 5 minutes.<br />
This spell cannot be dispelled.<br />
Control Undead<br />
Some undead creatures can control other less<br />
powerful undead in the area, making them do<br />
whatever they want. This effect is stronger than<br />
charm, shun, Dominate or fear. The most recent<br />
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