The Heart of Fire (141 page)

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Authors: Michael J. Ward

Tags: #Fantasy

BOOK: The Heart of Fire
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Focused strike (co)
: (requirement: fist
or
fist weapon in each hand.) Use
focused strike
to ignore your opponent’s
armour
and apply your full damage score to their
health
. This ability can only be used once per combat.

Frostbite (co)
: If your damage score causes health damage to your opponent, you can also cast
frostbite
. This lowers your
opponent’s
speed
by 1 for the next two combat rounds. This ability can only be used once per combat.

Gouge (pa)
: Increases the damage caused by the
bleed
ability by 1.

Gorilla rage (mo)
: Each time you play a combat ability, roll a die. On a
result
you may raise your
brawn/magic
by 1 for the duration of the combat.

Greater heal (mo)
: You can cast this spell any time in combat to automatically heal yourself or an ally for 8
health
. This ability
can only be used once per combat. If you have multiple items with the
greater heal
ability, each one can be used once to restore 8
health
.

Gut ripper (mo)
: (see
Critical strike
). You can only use
gut ripper
once per combat.

Haste (sp)
: You may roll an extra die to determine your attack speed for one round of combat. You may only use this ability once per combat.

Headshot (pa)
: Once an opponent’s
health
is reduced to 5 or less you may automatically ‘headshot’ them, reducing their
health
to zero. You can only use
headshot
once per combat.

Heal (mo)
: You can cast this spell any time in combat to automatically heal yourself or an ally for 4
health
. This ability can only be used
once per combat. If you have multiple items with the
heal
ability, each one can be used once to restore 4
health
.

Heartless (mo)
: You may raise your
brawn
or
magic
score by 2 for one combat round. You can only use
heartless
once per
combat.

Heavy blow (co)
: (see
Deep wound
). You can only use
heavy blow
once per combat.

High five (mo)
: Change the result of any die that you have rolled for your hero to a
. This ability can only be used once per combat.

Holy protector (pa)
: Each undead opponent takes 1 point of damage at the end of every combat round, ignoring
armour
.

Hooked (mo)
: Use this ability to save one die result from your attack speed roll to use in the next combat round. You cannot change or re-roll the
saved die.
Hooked
can only be used once per combat.

Hypnotise (mo)
: All of your opponent’s
results for their damage score can be
rerolled. You must accept the result of the rerolled dice.

Immobilise (sp)
: (see
Webbed
). You can only use
immobilise
once per combat.

Impale (co)
: A penetrating blow that increases your damage score by 3. In the next combat round, your opponent’s
speed
is lowered by
1. You can only use
impale
once per combat.

Indomitable (pa)
: You are immune to any effects or abilities that would lower your
brawn
in combat.

Insight (mo)
: Cast any time in combat to lower your opponent’s
armour
by 2 for two combat rounds. You can only use
insight
once per combat.

Insulated (pa)
: This ability will protect you from some opponents’ lightning attacks. See combat descriptions for when you can use this
ability.

Iron will (mo)
: (see
Might of stone
). You can only use
iron will
once per combat.

Knockdown (sp)
: (see
Webbed
). You can only use
knockdown
once per combat.

Last defence (mo)
: If your
health
is 10 or less, you may raise your
brawn
by 2.

Last rites (pa)
: Once an opponent has 15 or less
health
, you can instantly cast this spell to lower your opponent’s
speed
and
armour
by 1 for the remainder of the combat.
Last rites
can only be used once per combat.

Leech (pa)
: Every time your damage score/damage dice causes health damage to your opponent, you may restore 2
health
. This cannot take you
above your maximum
health
.

Ley line infusion (co)
: Call on the fickle powers of nature to aid you. Instead of rolling for a damage score, roll 1 die. If the result is:

    
Both you and your opponent take 1 die of damage, ignoring
armour
. Roll separately
for each.

    
or
You are healed for 5
health
and your opponent takes 1 die of damage, ignoring
armour
.

    
or
You are healed for 8
health
and your opponent takes 1 die of damage, ignoring
armour
.

    
You and an ally are both healed for 8
health
and your opponent takes 1 die of
damage, ignoring
armour
.

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