----------------- --- Geomancer --- ----------------- ************* *** Start *** ************* has 10 diversity; may carry up to 5 daggers/darts onto the board; all abilities are of type magical unless otherwise indicated *********************** *** Geomancy Levels *** *********************** you may not target any space outside of your AoE range 0g Geomancy Level 0 - 2 Skill; 5 MP; 3 AoE 6g Geomancy Level 1 - 3 Skill; 7 MP; 3 LOS AoE 10g Geomancy Level 2 - 4 Skill; 8 MP; 4 LOS AoE, 15g Geomancy Level 3 - 5 Skill; 9 MP; 4 (up to 4 diagonals) AoE 25g Geomancy Level 4 - 6 Skill; 10 MP; 6 (up to 4 diagonals) AoE ************* *** Items *** ************* 0g Dagger - pay 1 action, 1 damage, 1 range, melee type, non-magical type 1g Dart - one use; pay 1 action: 3 damage, 5 range, may target outside of AoE, ranged type, non-magical type 10g Poisoned Dart - one use; pay 1 action: 3 damage, 5 range, may target outside of AoE, ranged type, non-magical type, if attack deals at least 1 damage then after 7 turns target character loses all its HP and becomes downed, when used, don't need to tell anyone if you used a normal dart or a poisoned dart, you only need to tell the target that they were poisoned after the 7 turns have passed and the character is losing all its HP ***************** *** Abilities *** ***************** 8g Recharge MP - uses 1 diversity; gain 1 MP per turn; prerequisite: Geomancy Level 2 6g Rejuvenate MP - uses 2 diversity; gain 1 MP per turn prerequisite: Geomancy Level 3 3g Propulsion - uses 1 diversity; pay 1 action, 1 MP: attack with a dagger or dart at infinity range for an extra Skill minus 3 damage minus 1 for every space of range beyond AoE, may target outside of AoE, destroy the dagger after use if a dagger is used 23g Disruption - uses 4 diversity; pay X MP: deal 2*X damage up to 3*Skill to all spaces at or within 2 range (up to 2 diagonals) (ignore obstacles) of target space, if this deals 5 damage to a space with a wall the wall is destroyed 13g Blind Teleport - uses 2 diversity; pay 3 MP: teleport to a random space 12g Fold Earth - uses 1 diversity; pay 1/2 MP: target space requires only 1/Skill moves to move onto until the beginning of your next turn 6g Phase Shift - uses 3 diversity; pay 1 MP, teleport to a space at range X (with up to X diagonals) using up to Skill-X 'phase points'; the 'phase' at each space is the distance from that space to the nearest gold that is not being carried by a character; moving to a space that increases in phase costs 1 phase point, moving to spaces that decrease in phase generates 1/2 phase point, you may choose what route you would like to follow to calculate the total phase cost to teleport to a specific space, the total phase cost cannot be more than your Skill minus X (X is the range to the space incl. diagonals), you may not use this to teleport to an unoccupiable space 8g Attract - uses 1 diversity; pay 2 MP: move target character in any direction toward you 1 space without push; please note that this distance might be adjusted by the 'Fold Earth' ability, like all distances 6g Repulse - uses 1 diversity; pay 2 MP: move target character in any direction away from you 1 space without push; please note that this distance might be adjusted by the 'Fold Earth' ability, like all distances 16g Rift - uses 2 diversity; pay 3 MP: target up to Skill/2 lines (a line is an edge of a space) in a straight line are now 'rift' lines, rift lines may not be seen, targetted, or moved through, you must pay 1/2 MP if no part of the rift is within your AoE plus an additional 1/2 MP at the beginning of your turn or the lines revent to no longer being rift lines 11g Vacuum - uses 1 diversity; pay X+1 MP: target space is now vacuum, at the beginnings of each of your turns if target space is no longer in your AoE you must pay 1/4 MP or this effect will end, after paying the upkeep all characters within X spaces (up to X diagonals) of the vacuum are moved with push Skill/2 (round down) spaces in any directions of your choice toward target space 4g Float - uses 1 diversity; pay 1/2 MP: you are considereed to be levitating until the end of your next turn 9g Shift Other - uses 2 diversity; pay 2 MP: you may use phase shift once on any target other characer; prerequisite: Phase Shift 7g Shift Attack - uses 2 diversity; pay 1 MP: gain Skill+2/12 evasion for one attack, any time 13g Bend Attack - uses 3 diversity; pay X+2 MP: change the direction of an attack by 45 degrees X times, subtract 1 from the number of direction changes for each time the direction is changed an additional time on the same space 10g Implosion - uses 1 diversity; pay X/2 MP: deal X damage to target barrier or 1.5 * X damage to target character, X is target character's HP or half target barrier's HP (round up), this is an attack 10g Explosion - uses 1 diversity; pay X/2 MP: deal X damage to target barrier or character and deal half X at 1 radius and 2 radius and 1 push back at 1 radius, X is the target character's HP or half the target barrier's HP +1 (round down), this is an attack 11g Control Demon - uses 2 diversity; roll target demon's control die, if the result is less than or equal to your skill you gain control of target demon, if the result is greater than your skill add an additional +1 to all your future results versus that demon; if a demon already has a controller add an additional +2 to your results; each time a demon goes from total control by one character to another add an additional +2 to all results versus that demon; if a demon has no controller on its turn choose a player at random to control it; if the demon does not damage a character on that turn all of the chosen player's other controlled characters take 1 damage each; if a demon has no control die it is a 1d20; you may only use this ability once per round 12g Warp Demon - uses 2 diversity; pay 1 MP: summon a demon under no player's control, choose a demon from the grid, there is a chance of 2/Skill that you will miss by 1, there is an additional chance of 1/Skill that you will miss by 2, for each space missed by choose a random direction excluding the opposite of a previously chosen direction, summon the demon you end up on, the demon grid wraps around on all sides, if you don't have enough MP to pay the demon's cost you may never attempt to control it and if you are chosen randomly to control it the demon loses its turn and all characters you control take 1 damage ****************** *** Demon Grid *** ****************** Dragonfly Imp Explosive Poltergeist Munchkin Phantom El Diablo Returner Night Junior Mare Shadow Mini- Pseudo- Shift Ogre Goblin Seeker ************** *** Demons *** ************** Dragonfly - cost 1 MP; control die 1d12; 2 HP; gains 2 actions per turn; evasion 1/2; all damage to this is reduced by 1 per attack; this is always considered to be levitating; pay 1 action: move up to 2 spaces; pay 1 action: 3 damage, 1 range, melee type; 2 damage, burn 3, 5 range, any time, this ability may only be used once per round, fire type, magical type; may not carry gold Imp - cost 1 MP; control die 1d4; 3 HP; gains 1 action per turn; pay 1 action: move a space; pay 1 action: 2 damage, 1 range, melee type; may carry gold Explosive Munchkin - cost 1 MP; control die 1d4; 1 HP; gains 1 action per turn; pay 1 action: move up to 2 spaces; this may move into a character or barrier and if it does it is destroyed on that character or barrier's space; if this is destroyed it deals 7 damage at 0 radius, 6 damage 1 push back at 1 radius, 4 damage at 2 radius Poltergeist - cost 2 MP; control die 1d10; 2 HP; gains 2 actions per turn; this is always invisible; pay 1 action: move a space; pay 1 action: move target barrier or character at or within 2 range (2 diagonals) (ignore obstacles) a space with push and deal target 1/2 damage Phantom - cost 2 MP; control die N/A; 1 HP; when summoning this demon pretend it is a different demon of your choice, this looks and acts exactly like that demon, if it affects a character or barrier or is affected by a barrier or character in a way that downs it or reveals that it is not that demon then it is destroyed, El Diablo Junior - cost 5 MP; control die 1d20; 20 HP; gains 4 actions per turn; any character damaged by this is killed at the end of their 10th turn after; pay 1 action: move up to 3 spaces; pay 1 action: 10 damage, 3 range, melee type; pay 0 actions: 6 damage, 6 X burn 66, 5 range, you may only use this effect once during each of your turns Returner - cost 3 MP; control die 1d8; 35 HP; gains 1 action per turn; pay 1 action: move a space; pay 0 actions: kill or destroy everything at or within 1 range (up to 1 diagonal) of this including this, if this is summoned again this level what was destroyed and killed reappears in the same formation around the returner as it was destroyed and killed; this is summoned at range 2 from you Night Mare - cost 3 MP; control die 1d10; 5 HP; gains 3 actions per turn; this may carry a character; pay 1 action: 1 damage, 1 range, melee type; pay 1 action: move a space Shadow - cost 3 MP; control die 1d10; 6 HP; gains 2 actions per turn; 8 range LOS Hide; pay 1 action: move a space; pay 1 action: 3 damage, 2 range, melee type Mini-Ogre - cost 3 MP; control die 1d8; 7 HP; gains 3 actions per turn; pay 1 action: move a space; pay 1 action: 4 damage, 1 range, melee type; may carry gold Pseudo-Goblin - cost 2 MP; control die 1d6; 5 HP; gains 2 actions per turn; pay 1 action: move a space; pay 1 action: 3 damage, 1 range, melee type; may carry gold Shift Seeker - cost 4 MP; control die 1d12; 6 HP; gains 2 actions per turn; pay 1 action: move a space; pay 1 action: 1 damage, 2 range, melee type; pay 1 action, use the phase shift effect with a skill of 3; may carry gold