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<h2>COMET</h2>
<p>
<strong>Requirements:</strong> You must have mastered the Entropist Class.
</p>
<p>You learn the ultimate <strong>Entropist spell: Comet</strong>.</p>
<dl>
<dt>MP:</dt>
<dd>50</dd>
<dt>Target:</dt>
<dd>Special</dd>
<dt>Duration:</dt>
<dd>Instantaneous</dd>
</dl>
<p>
You rip open a large portal to the Cosmos, calling down astral debris from the
gaping void. Choose one option: <strong>one creature</strong> you can see
suffers 60 damage; or you choose any number of creatures you can see, and each
of them suffers 40 damage. These amounts increase by 5 if you are level 20 or
higher, or by 10 if you are level 40 or higher.
</p>
<p>
Damage dealt by this spell has no type (thus being unaffected by damage
Affinities).
</p>
<h2>DEEP POCKETS</h2>
<p><strong>Requirements:</strong> You must have mastered the Tinkerer Class.</p>
<p>
When you spend Inventory Points, you spend 1 less Inventory Point (minimum 1).
</p>
<h2>DISARMING RHETORIC</h2>
<p><strong>Requirements:</strong> You must have mastered the Orator Class.</p>
<p>
During a conflict scene, you may use an action and choose a soldier-rank
creature that can hear and understand you (the Game Master must tell you who
is a valid target). If that creature is shaken or in Crisis, you may spend an
amount of Mind Points equal to
<code>【20 + half that creature's level】</code> to have them peacefully leave
the conflict.
</p>
<p>Describe how you convince them to desist.</p>
<h2>EXTRA HP</h2>
<p>
Permanently increase your maximum Hit Points by 10. The amount of additional
HP increases to 20 if you are level 40 or higher.
</p>
<h2>EXTRA IP</h2>
<p>Permanently increase your maximum Inventory Points by 4.</p>