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POWERS

DEFENSIVE POWERS

Defensive powers in SSKiller are any power that are used to protect or defend the user from damage or other events.
The powers listed below are not a full list of SSKiller Powers, if a player wishes to cast a power that is not listed below the GM should decide upon a difficulty by comparing the power to one below.

Note. Where duration is unspecified the powers last until the end of the current combat, or until the end of the next within 24 hours.

Easy Defensive Powers: Double Skill

Chill Protection

the user of this power is protected from slight cold, such as suffered in winter, or on a cold night, 5 to -5 degrees C. The power lasts until the next dawn.
Burn Protection
the user of this power is protected from slight heat, the heat ranges up to that experienced on a hot day, and reduces hotter heats by a similar amount, about 20 to 30 decrees C
Invisibility to Insects
Normal sized non magical insects can't since, smell or see the user of this power, it allows the user to pass or handle, but if the user makes an attack, on purpose the insects will become aware of them, the power lasts an hour or two.

Normal Defensive Powers: Normal Skill

Protection from Cold
the user of this power protects the user from normal cold, the user will feel no ill effects from extreme colds, except magical ones, and can operate without penalty right down to absolute zero. this protection lasts 6 hours.
Invisibility to Undead I
the user of this power is invisible to low intelligence under 8, undead, this invisibility will last until the user makes an attack or receives a sudden blow, this invisibility will last 24 hours.
Protection from Evil/Good
the user of this power is protected from Good or Evil depending on which the user used, the protection takes the form of the attacker will be at half skill while attacking physically or with other means, whether the creature is classified as Good or Evil depends on the GM.
Not Me
the user of this power is for the duration of the power less likely to be attacked by enemies, so long as the power user takes no aggressive action the user has half the normal chance of deign attacked, Eg. if there are four players, one monster, each player rolls die, if the Not Me empowered player rolls the most (Fails) the next highest roll's player re rolls with them, if he still looses, tough luck. unless he has the Luck Hero Skill.
Protection from Physical Attack I
the user of this power is gifted with a bonus -1 Row (up to a max of 4) of Armour.
Mimic Easy Defensive Spells
the user of this power can mimic the effects of an easy defensive spell.
Fish Breath
the user of this power for the next 24 hours has Gills instead of Lungs, they can breath sea or pure water but no air. this spell may also be reversed to remove the Gills.

Hard Defensive Powers: Half Skill

Protection from Physical Attack II
the user of this power is gifted with a bonus -2 Rows (up to a max of 4) of Armour
Drain Protection
this power allows the user to be protected from the Wound drain effects of undead creatures, such as Wraiths, Wight's etc. for the duration of the power the normal extra damage of these creatures for being hit, or in the vicinity of these creatures is negated.
Protection from Magical Fire
the user of this power is protected from the effects of magical fire, or given a bonus -4 Row additional Armour level against magical fire using creatures, the user can pass through magical or normal fire without effect. the power lasts a few hours.
Protection from Paralysis
the user of this power is immune to the effects of paralysis for 12 hours.
Protection from Poison
the user of this power is immune to the effects of poison for 12 hours.
Protection from Gasses
the user of this power for the duration of the power can breath any gas as if it where normal air, the power lasts up to 2 hours.
Protection from liquids
the user of this power can breath any liquid for 2 hours, the liquid will however effect the users clothing as normal.
Mimic Normal Defensive Spells
the user of this power can mimic the effects of a Normal defensive spell.

Very Hard Defensive Powers: Quarter Skill

Protection from Physical Attack III
the user of this power is gifted with a bonus -3 Rows (up to a max of 4) of Armour.
Globe of Protection
the user of this power creates a globe of protection around himself, the globe will repel, fire, water, gas, lightning., if they are attacked by a creature or spell/power based on any of the listed things they will gain a bonus -2 Row (not restricted to -4) against attacks based on these.
Gills
the power user can breath pure or sea water for 24 hours, the user can also breath normal air with no penalty.
Mimic Hard Defensive Spells
the user of this power can mimic the effects of a Hard defensive spell.

Extremely Hard Defensive Powers: Eighth Skill

Anti Magic Shell
the user of this power is protected against magic or Powers of all types, no magic or power based attack or effect will harm the user, unless they use them themselves, as they are inside there own shell, magic or powers the user uses may be directed outside the shell as usual.
Protection from Physical Attack IV
the user of this power is gifted with a bonus -4 Rows (up to a max of 4) of Armour.
Wish
See Wish Offensive Spells.
Mimic Very Hard Defensive Spells
the user of this power can mimic the effects of a Very Hard defensive spell.