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Ricochet<br />
Some monsters can redirect a battle magic spell that<br />
hits them. This is represented by the creature stating<br />
“Ricochet ” and throwing a packet.<br />
This ability follows all <strong>of</strong> the normal spell casting<br />
rules. If the monster says the verbal incorrectly,<br />
doesn’t throw a packet, or the packet misses, the<br />
ability is used up; however, the monster will not be<br />
affected by the original spell. This ability must be<br />
used immediately or the chance to use it is gone, and<br />
cannot be used before a Shield Magic or other<br />
appropriate spell defense.<br />
Spell Strike<br />
A few powerful magical creatures have the ability to<br />
generate spell effects in their weapons. The spell<br />
effects are just as the spell, except that they are<br />
delivered with a weapon strike instead <strong>of</strong> a spell<br />
packet. As with any weapon strike, all weapon safety<br />
rules must be followed. The spells are still subject to<br />
spell defenses as a normal spell. This ability does not<br />
require Body contact. When this power is used, the<br />
player will call “Spell Strike ” and will<br />
deliver a NERO-safe hit. The skill can still be used<br />
even when silenced, but the effect is recognizable to<br />
all who hear it.<br />
The spell portion <strong>of</strong> a Spell Strike is only stopped by<br />
defenses that would stop the attack if it were<br />
delivered by packet. Therefore, Magic Armor,<br />
although it stops “the next single strike by a NERO<br />
Safe weapon”, does not stop a Spell strike. Since a<br />
Spell strike is weapon-delivered, the user must have<br />
the in-game skill to wield the weapon in order to use<br />
the Spell strike. For example, if the user is under a<br />
game effect that prohibits the use <strong>of</strong> in-game skills,<br />
then they cannot use a Spell strike. Also, if the Spell<br />
strike is delivered by a non-ranged weapon, then the<br />
attack will not affect creatures under the effects <strong>of</strong> a<br />
Sanctuary and Desecrate, as appropriate.<br />
Sunder<br />
This ability allows a character to block a melee<br />
weapon attack which is physical (i.e. not a spell strike<br />
or elemental, etc) and in turn delivers a physical<br />
destroy to the weapon which has struck them. The<br />
correct verbal to use is “Sunder.”<br />
Superhuman Strength<br />
Any creature with superhuman strength can do more<br />
damage with any particular weapon than can a<br />
normal human. This bonus damage is split in half if<br />
the creature is fighting with any weapon other than a<br />
two handed one. Note, that creatures with<br />
Superhuman Strength can gain only limited<br />
advantage from either an Endow or a Delayed<br />
Endow. (See the spell description on for more<br />
details).<br />
Vampyre Charm<br />
Vampyres can charm a person if they can maintain<br />
eye contact for 10 seconds. More powerful Vampyres<br />
can deliver packet attack Vampyre Charms as well.<br />
This power does not require body contact. If you are<br />
charmed by a Vampyre, then you must obey all<br />
commands the Vampyre gives you. These commands<br />
are absolute and are much more powerful than a<br />
Charm spell; if a vampire tells you to commit<br />
suicide, you will do so unquestioningly. Spell<br />
defenses appropriate to the delivery type can be used<br />
to stop a packet-delivered Vampyre Charm. The<br />
racial skill Resist Charm will protect the character<br />
from this effect. The effect lasts five minutes. This<br />
effect is stronger than Charm, Shun, Dominate or<br />
Fear. The most recent Control Undead, Vampyre<br />
Charm or Enslavement effect will take precedent if<br />
there is a conflict.<br />
Waste<br />
This attack causes a Drain and Disease effect on the<br />
victim. Waste will last for ten minutes or it can be<br />
removed with an Invigorate and Cure Disease spell.<br />
Or this effect may be Dispelled.<br />
Special Defenses and Vulnerabilities<br />
Some creatures have special defenses that protect the<br />
creature from attacks, or weaknesses that make it<br />
more vulnerable to certain effects.<br />
Damage Cap <br />
This ability allows the creature to limit the<br />
amount <strong>of</strong> damage taken from weapon attacks<br />
that would otherwise affect it. The call for a<br />
Damage Cap is “Cap x”, where “x” is the<br />
amount <strong>of</strong> damage the creature is taking.<br />
Damage never affects spells, slays or<br />
assassinates.<br />
Double from <br />
Some creatures take double damage from certain<br />
effects or spells and it is always written on their<br />
character documentation. All damage <strong>of</strong> that type<br />
that would normally affect the creature is<br />
doubled by the recipient when they are hit.<br />
Shield<br />
This monster ability acts just like Resist except<br />
that it must be used on the first applicable attack<br />
that would affect the creature. This means they<br />
can only be used after Spell Defenses like Shield<br />
Magic and Reflect Magic.<br />
Focus<br />
Creatures with this ability are not subject to<br />
Disruption for one or more <strong>of</strong> their attacks.<br />
Gaseous Form<br />
Creatures that are forced into gaseous form when<br />
they are killed drop their possessions. Creatures<br />
which voluntarily turn into gaseous form while<br />
still “alive” can bring their possessions with<br />
them. Creatures that turn gaseous will drop any<br />
other creatures being carried at that time. While<br />
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