Module:Ability/AbilityList

--Use Ctrl-F to find specific abilities or ability groups -- --Current Groups: --  Global Abilities --  Gravimancer, Basic Actions --  Gravimancer, Novice Passives --  Gravimancer, Novice Actions

local termslist = { ["ally"] = "An ally is any creature who is considered to be on your character's side. Please note that you do NOT count as an ally to yourself, and thus cannot self-target with this effect.", ["allies"] = "An ally is any creature who is considered to be on your character's side. Please note that you do NOT count as an ally to yourself, and thus cannot self-target with this effect.", ["Burst"] = "A Burst X contains a single targeted hex and all hexes within X spaces of it. For example, a Burst 1 consists of the target hex and all the hexes adjacent to it. Hexes that don't have Line Of Effect to the Burst's center are excluded.", ["teleport"] = "Teleportation movement ignores all obstacles and does not trigger any effects that would normally be triggered by movement. Teleporting creatures effectively do not pass through any space between their original position and their destination. Teleportation is unaffected by Fatigue or Pinned, but Immobilized creatures cannot teleport.", ["Teleport"] = "Teleportation movement ignores all obstacles and does not trigger any effects that would normally be triggered by movement. Teleporting creatures effectively do not pass through any space between their original position and their destination. Teleportation is unaffected by Fatigue or Pinned, but Immobilized creatures cannot teleport.", ["teleportation"] = "Teleportation movement ignores all obstacles and does not trigger any effects that would normally be triggered by movement. Teleporting creatures effectively do not pass through any space between their original position and their destination. Teleportation is unaffected by Fatigue or Pinned, but Immobilized creatures cannot teleport.",

["Immobilize"] = "One of many Conditions. An immobilized creature cannot voluntarily move. They can still be moved involuntarily via Forced Movement. (Their Movement stat is not actually reduced by this effect.)", ["Mesmerized"] = "One of many Conditions. A mesmerized maiesta cannot expend gravitas, or use any ability with a gravitas cost above 0 (after all cost modifications are applied). A mesmerized monster cannot user any action which does not include a weapon attack, and any conditions they inflict are automatically negated.",

["Grace"] = "A special resource granted via certain Gravimancer abilities. Can be spent to gain various effects (usually of a defensive nature), such as gaining extra dice on armor rolls.", ["Kinesis effect"] = "A special effect exclusive to Gravimancer active abilities with the Kinetic keyword. A maiesta can use one Kinesis effect of her choosing per turn, and most can be triggered at the end of her turn. They are often more expensive than using the ability normally, but sometimes have unique properties.", ["Kinesis effects"] = "A special effect exclusive to Gravimancer active abilities with the Kinetic keyword. A maiesta can use one Kinesis effect of her choosing per turn, and most can be triggered at the end of her turn. They are often more expensive than using the ability normally, but sometimes have unique properties.", }

function terms(givetermfor) phrase = '' .. givetermfor .. ' ' return phrase end

local abilitylist = {

--Global Abilities ["Basic Attack"] = { idphrase = 'BasicAttack', actiontype = 'Battle Action', keywords = 'Weapon Attack', gravitas = '0', effect = "The character targets another creature within range of their weapon with an attack, rolling their battle dice and weapon dice in a check opposed by the target's armor dice. The target takes damage equal to your degree of success on this check, to a minimum of 0 damage.", }, ["Defend"] = { idphrase = 'Defend', actiontype = 'Battle Action', keywords = 'None', gravitas = '0', effect = "Empower your armor dice by one step until the start of your next turn.", }, ["Recover"] = { idphrase = 'Recover', actiontype = 'Battle Action', keywords = 'None', gravitas = '0', effect = "Reduce your current fatigue to 0.", }, ["Move"] = { idphrase = 'Move', actiontype = 'Utility Action', keywords = 'Movement', gravitas = '0', effect = "Move a number of hexes up to your character's movement.", }, ["Equip"] = { idphrase = 'Equip', actiontype = 'Utility Action', keywords = 'None', gravitas = '0', effect = "Exchange your equipped weapons for any different combination of the weapons you are carrying.", }, ["Rouse"] = { idphrase = 'Rouse', actiontype = 'Battle Action', keywords = 'Crisis', gravitas = '3', effect = "Target an ally with 0 vitality in an adjacent hex. Restore them to 1 vitality and set their initiative to a value one higher than your initiative.", }, ["Delay"] = { idphrase = 'Delay', actiontype = 'Sudden Action', keywords = 'None', gravitas = '3', effect = "You can use this sudden action at the start of your turn, as you regain your sudden action. Reduce your initiative score by any amount and end your current turn, taking your turn proper later in the round. Do not trigger any effects that would trigger at the start or end of your current turn, except for the end of durations.", },

--Attribute Advances ["Affinity"] = { idphrase = 'Affinity', cost = '100 XP', actiontype = 'Passive', blurb = "You are unusually adriot in channeling gravic energies.", effect = "Your affinity increases by 1. You may purchase this advance up to three times.", }, ["Capacity"] = { idphrase = 'Capacity', cost = '100 XP', actiontype = 'Passive', blurb = "You've an exceptionally strong back, or a particularly iron will. Maybe both.", effect = "Your capacity increases by 1. You may purchase this advance up to three times.", }, ["Equipment Training"] = { idphrase = 'EquipmentTraining', cost = '100 XP', actiontype = 'Passive', blurb = "Flexibility never hurt, right?", effect = "You gain proficiency with a weapon or tool type of your choice. You may purchase this advance any number of times, gaining a new proficiency each time.", }, ["Movement"] = { idphrase = 'Movement', cost = '100 XP', actiontype = 'Passive', blurb = "There's a spring in your step that gravs don't dampen.", effect = "Your movement increases by 1. You may purchase this advance up to twice.", }, ["Vitality"] = { idphrase = 'Vitality', cost = '100 XP', actiontype = 'Passive', blurb = "You're a little tougher than you might expect.", effect = "Your maximum vitality increases by 3. You may purchase this advance up to three times.", },

--Gravimancer, Basic Actions ["Gravimancer's Grace"] = { idphrase = 'GravimancersGrace', class = 'Gravimancer', actiontype = 'Passive', blurb = "Your magic leaves gravity and gravidity alike as clay in your expert hands.", effect = "At the start of each of your turns, gain two charges of Grace. Grace is a special resource which may be expended to activate or empower many Gravimancer abilities. Unused Grace is lost at the start of each of your turns. Additionally, whenever you would suffer fatigue at the start of one of your turns due to your size exceeding your capacity, you may choose to reduce the amount of Grace you gain on that turn in order to negate a portion of the fatigue. For each point of Grace generation sacrificed in this way, negate fatigue equal to half of your capacity, rounded down.", }, ["Gravity Shell"] = { idphrase = 'GravityShell', class = 'Gravimancer', actiontype = 'Passive', blurb = "While you may be unburdened by heavy armor, you are far from unprotected.", effect = "Whenever you make an armor check, you may expend one or more charges of " .. terms('Grace') .. ". For each charge you expend, roll an additional silver die as part of the armor check.", }, ["Revitalize"] = { idphrase = 'Revitalize', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'Forced Movement, Healing', gravitas = '0', attunement = 'None', blurb = "Harnessing the uplifting power of life itself, you mend a target's wounds.", effect = "Roll a platinum die, and restore that much vitality to a targeted " .. terms('ally') .. " within 5 hexes. If you expend a charge of " .. terms('Grace') .. " when you use this action, move the targeted ally up to three hexes along a path of your choosing.", }, ["Rebirth"] = { idphrase = 'Rebirth', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'Crisis, Healing', gravitas = '0', attunement = 'None', blurb = "Calling on the signature power of all gravimancers, you transport an ally into your womb, to be nurtured and restored by the curative magic flowing through you.", effect = "A targeted " .. terms('ally') .. " within 5 hexes is transported directly into your womb, transmuting them into a bundle of spiritual energy in the process. Your size is increased by 2 for each ally you are carrying in this manner. At the start of your next turn, that ally is rebirthed in a hex of their choice adjacent to you, cleansed of all conditions and fatigue and at full vitality. If you are reduced to 0 vitality, allies you are carrying are rebirthed into hexes of their choice adjacent to you without being healed. Allies you are carrying with this ability are not present on the battlefield, and cannot take actions normally, but their turn remains in initiative. Gain two charges of " .. terms('Grace') .. " at what would be the start of the turn of any ally you are carrying with this ability. This bonus grace is lost with other unused grace at the start of your next turn. Additionally, whenever you rebirth allies at the start of your turn, increase the amount of Grace you generate by two for each ally you are rebirthing.", },

--Gravimancer, Novice Passives ["Dimension Catapult"] = { idphrase = 'DimensionCatapult', cost = '100 XP', class = 'Gravimancer', actiontype = 'Passive', blurb = "Blasting off again!", effect = "You can expend multiple charges of " .. terms('Grace') .. " when targeting an ally with Revitalize, moving them up to three additional hexes for each charge of grace expended beyond the first. Movement you grant with Revitalize is " .. terms('teleportation') .. ".", },  ["Elegance"] = { idphrase = 'Elegance', cost = '100 XP', class = 'Gravimancer', actiontype = 'Passive', blurb = "Why fight the river? Simply shape the flow.", effect = "Whenever you would pay gravitas for the " .. terms('Kinesis effect') .. " of an ability with the Kinetic keyword, you can choose to expend a charge of " .. terms('Grace') .. " instead.", }, ["Escape Velocity"] = { idphrase = 'EscapeVelocity', cost = '100 XP', class = 'Gravimancer', actiontype = 'Passive', blurb = "You are casually unbound by earthly tethers, capable of moving with speed and grace above the battlefield.", effect = "Whenever you expend one or more charges of " .. terms('Grace') .. " on your Gravity Shell ability, if you take zero damage from the attack which triggered that armor check, move up to your speed after that attack resolves.", }, ["Gravic Reach"] = { idphrase = 'GravicReach', cost = '100 XP', class = 'Gravimancer', actiontype = 'Passive', blurb = "Distance is a flexible concept for a skilled gravimancer, and you can fold space itself to unleash your magic at great distances.", effect = "Any of your actions that can target within 5 hexes extend that range to 8 hexes instead.", }, ["Gravity Well"] = { idphrase = 'GravityWell', cost = '100 XP', class = 'Gravimancer', actiontype = 'Passive', blurb = "Everything revolves around you.", effect = "You can use your Gravity Shell passive ability to bolster armor checks made by allies within two hexes of you. Additionally, when you use your Gravity Shell passive to gain additional armor dice against an attack, all of your allies targeted by that attack gain those additional armor dice as well.", }, ["Kickback"] = { idphrase = 'Kickback', cost = '100 XP', class = 'Gravimancer', actiontype = 'Passive', blurb = "Woah! That packs a punch!", effect = "Whenever you use an ability with the Special Attack keyword, after it resolves, you can move up to 3 hexes in a straight line.", }, ["Lunar Alignment"] = { idphrase = 'LunarAlignment', cost = '100 XP', class = 'Gravimancer', actiontype = 'Passive', blurb = "Their magic reborn like the waxing moon.", effect = "Whenever you restore an ally's vitality to full or greater, roll a silver die and restore an amount of their gravitas equal to the result.", }, ["Maternal Spirit"] = { idphrase = 'MaternalSpirit', cost = '100 XP', class = 'Gravimancer', actiontype = 'Passive', blurb = "The sensation of rebirthing allies is an intensely spiritual one, and rejuvenates you in a way little else can.", effect = "Whenever you finish rebirthing an ally, roll a silver die and regain that much gravitas and vitality.", }, ["Overflowing Vitality"] = { idphrase = 'OverflowingVitality', cost = '100 XP', class = 'Gravimancer', actiontype = 'Passive', blurb = "As you swell to bursting with life, it spills forth in a rush of power.", effect = "When you target an ally with Rebirth, you immediately gain five charges of " .. terms('Grace') .. ". You do not gain Grace on the initiative count of an ally you are rebirthing, or when you finish rebirthing an ally.", }, ["Overheal"] = { idphrase = 'Overheal', cost = '100 XP', class = 'Gravimancer', actiontype = 'Passive', blurb = "The best-cured wounds are those that never happen.", effect = "Whenever you target a creature whose current vitality is equal to or less than their maximum vitality with an action with the Healing keyword, you may heal them above their maximum vitality. This does not increase their maximum vitality - it simply allows their current vitality to temporarily exceed their maximum.", }, ["Suppression"] = { idphrase = 'Suppression', cost = '100 XP', class = 'Gravimancer', actiontype = 'Passive', blurb = "With a blow, you seal away the vile energies of your foe.", effect = "Whenever you damage a creature with a special attack or weapon attack, you can expend a charge of " .. terms('Grace') .. " to inflict the " .. terms('Mesmerized') .. " condition on one target of that attack until the end of your next turn. When you do so, that action gains the Affliction keyword, if it does not already have it. If your attack targets multiple creatures, you can trigger this effect on each of them, expending a charge of Grace each time.", }, ["Vicious Kicks"] = { idphrase = 'ViciousKicks', cost = '100 XP', class = 'Gravimancer', actiontype = 'Passive', blurb = "Ow, ow, ow!", effect = "On the initiative count of an ally you are currently carrying with Rebirth, you can expend a charge of " .. terms('Grace') .. ". If you do, move up to half your speed. Then, that ally may make a weapon attack against a creature adjacent to you, regardless of their weapon's usual range.", },

--Gravimancer, Novice Actions ["Accumulation"] = { idphrase = 'Accumulation', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'None', gravitas = '1', attunement = 'Ardent, Astral', blurb = "There is grace in the chaos of battle. You just need to know where to look.", effect = "Until the start of your next turn, whenever an ally within 5 hexes of you makes a weapon attack, gain a charge of Grace. You do not lose unspent charges of Grace at the start of your next turn.", }, ["Bliss"] = { idphrase = 'Bliss', cost = '100 XP', class = 'Gravimancer', actiontype = 'Utility Action', keywords = 'Energizing, Healing', gravitas = '0', attunement = 'Astral', blurb = "So this is that maternal glow you've heard so much about.", effect = "If you are carrying any allies with your Rebirth ability, cleanse all conditions currently afflicting you. Then gain a charge of Grace for each ally you are carrying.", }, ["Borrowed Future"] = { idphrase = 'BorrowedFuture', cost = '100 XP', class = 'Gravimancer', actiontype = 'Sudden Action', keywords = 'Crisis, Healing', gravitas = '3', attunement = 'Astral, Mordant, Savage', blurb = "Mom needs a little longer to keep you safe.", effect = "This sudden action can be used damage would reduce you to 0 vitality while you are carrying at least one ally with your Rebirth ability. Negate that damage, and restore your vitality to your maximum vitality. At the start of your next turn, you do not finish rebirthing allies you are carrying, and do not gain Grace for doing so.", }, ["Crushing Blow"] = { idphrase = 'CrushingBlow', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'Weapon Attack', gravitas = '2', attunement = 'Ardent', blurb = "The kind of hit that's bound to weigh on them.", effect = "Make a weapon attack, rolling an additional bronze die for each charge of Grace you currently have. You may choose to expend all of your charges of Grace when you use this ability - if you do so, roll a silver die for each charge of Grace, instead of a bronze one.", }, ["Distortion"] = { idphrase = 'Distortion', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'Affliction, Kinetic, Special Attack', gravitas = '3', attunement = 'Ardent, Erudite, Mordant', blurb = "People are quite good at discerning when space is not acting as it should. They are quite poor at doing anything about it.", effect = "Target an enemy within 5 hexes. Inflict the Dizzy, Immobilized, or Weakened condition on the targeted enemy until the start of your next turn. Then, if you expend a charge of Grace, roll a gold die and deal that much damage to them, ignoring armor.", specialname = "Kinesis", specialeffect = "At the end of your turn, you can pay 3 Gravitas to inflict the Dizzy, Immobilized, or Weakened condition on a creature within 5 hexes of you. You can use Kinesis effects even if you have not used the associated action, but can only use one Kinesis effect in a given turn.", }, ["Double Time"] = { idphrase = 'DoubleTime', cost = '100 XP', class = 'Gravimancer', actiontype = 'Utility Action', keywords = 'None', gravitas = '2', attunement = 'Mordant', blurb = "The rhythm of battle skips a beat.", effect = "Target an ally within 5 hexes. That ally triggers any effects that would normally occur at the start or end of their turn (including ending the duration of abilities that would end at the start or end of their next turn, and regaining their sudden action), and you clear all conditions afflicting them.", }, ["Dynamite Hips"] = { idphrase = 'DynamiteHips', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'Forced Movement, Kinetic, Special Attack', gravitas = '3', attunement = 'Ardent', blurb = "As it turns out, you don't need to be particularly brawny to send someone flying when they weigh less than the average balloon. With one good punch, kick, or hipcheck, you can sent your hapless foe on a meteoric trip wherever you see fit.", effect = "Target an adjacent creature and roll a gold die and deal that much damage to them, ignoring armor, then forcibly move them up to one hex. Then, if you expend a charge of Grace, you can forcibly move the targeted creature up to four additional hexes. At the end of the creature's movement, roll a gold die and deal that much damage to creatures adjacent to it, ignoring armor.", specialname = "Kinesis", specialeffect = "At the end of your turn, you can pay 4 Gravitas to forcibly move an adjacent creature up to three hexes along a path of your choosing, then roll a silver die and deal that much damage to creatures adjacent to it, ignoring armor. You can use Kinesis effects even if you have not used the associated action, but can only use one Kinesis effect in a given turn.", }, ["Equality"] = { idphrase = 'Equality', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'None', gravitas = '1', attunement = 'Astral, Erudite', blurb = "A little strength in the right places outweighs a lot in the wrong ones.", effect = "Deal as much damage as you like to each ally within 5 hexes of you, ignoring armor. Then, you can distribute the total amount of damage dealt as healing, divided however you wish among allies within 5 hexes of you.", }, ["Exorcism"] = { idphrase = 'Exorcism', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'Burst, Special Attack', gravitas = '3', attunement = 'Astral, Savage', blurb = "You drive out the maladies afflicting one of your allies, releasing them in an explosive burst of energy.", effect = "Target an " .. terms('ally') .. " within 5 hexes. The targeted ally removes all conditions afflicting them. Then, roll a silver die and deal that much damage, ignoring armor, to all enemies within a " .. terms('Burst') .. " centered on your target with a radius equal to the number of conditions this action cleansed.", }, ["Fill the Gap"] = { idphrase = 'FillTheGap', cost = '100 XP', class = 'Gravimancer', actiontype = 'Sudden Action', keywords = 'Crisis, Forced Movement', gravitas = '3', attunement = 'Astral, Erudite, Mordant', blurb = "One joke about full things, and I skip your next rebirth.", effect = "This sudden action can be used when a creature within 5 hexes is reduced to 0 vitality. " .. terms('Teleport') .. " an ally within 5 hexes into the triggering creature's space. That ally can immediately take a battle action.", }, ["Flow State"] = { idphrase = 'FlowState', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'Healing', gravitas = '2', attunement = 'Astral, Mordant', blurb = "Like rivers to the sea, life flows naturally to you.", effect = "Until the start of your next turn, whenever an ally within 5 hexes is reduced to 0 vitality, you can target them with your Rebirth ability without using an action immediately after the damage that reduced them to 0 vitality resolves. This effect ends if you are reduced to 0 vitality.", }, ["Fortify"] = { idphrase = 'Fortify', cost = '100 XP', class = 'Gravimancer', actiontype = 'Sudden Action', keywords = 'Healing', gravitas = '0', attunement = 'Astral', blurb = "A maiesta's burdens are heavy - but a source of strength as well.", effect = "This sudden action can be used when an ally within 5 hexes starts their turn and suffers fatigue as a result of their size exceeding their capacity. Expend a charge of " .. terms('Grace') .. ", and negate that fatigue. For each point of fatigue negated in this way, the targeted ally regains 1 point of vitality.", }, ["Gravity Amp"] = { idphrase = 'GravityAmp', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'None', gravitas = '0', attunement = 'Ardent, Savage', blurb = "Bring out the bathroom scale, and you can crush their spirits too.", effect = "This turn, you can use up to three " .. terms('Kinesis effects') .. ", rather than being limited to only one.", }, ["Grounding"] = { idphrase = 'Grounding', cost = '100 XP', class = 'Gravimancer', actiontype = 'Utility Action', keywords = 'Burst', gravitas = '2', attunement = 'Erudite, Mordant, Savage', blurb = "Let the arrows hit the floor!", effect = "Create a zone of warped gravity within a " .. terms('Burst') .. " 2 centered on yourself. Destroy the weapon die of any attack made against creatures in this zone at a range of greater than one hex. This zone lasts until the start of your next turn.", }, ["Implosion"] = { idphrase = 'Implosion', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'Forced Movement, Special Attack', gravitas = '3', attunement = 'Ardent, Erudite', blurb = "Apparently dropping things on other things is a good way to cause damage. Who knew, right?", effect = "Target a creature within 5 hexes, and expend an amount of " .. terms('Grace') .. " up to the number of empty hexes adjacent to your target. For each charge of Grace expended, " .. terms('teleport') .. " a creature within 3 hexes of your target into an empty hex adjacent to your target, and roll a silver die. Deal damage equal to the result to your target, ignoring armor.", }, ["Inertia Toggle"] = { idphrase = 'InertiaToggle', cost = '100 XP', class = 'Gravimancer', actiontype = 'Utility Action', keywords = 'Affliction, Movement', gravitas = '2', attunement = 'Erudite, Mordant', blurb = "It's easier to run away from problems when they don't chase you down.", effect = terms('Immobilize') .. " all creatures in adjacent hexes until the end of your next turn, then move up to your speed. You can move an additional hex for every creature immobilized by this effect.", }, ["Kinetic Ward"] = { idphrase = 'KineticWard', cost = '100 XP', class = 'Gravimancer', actiontype = 'Sudden Action', keywords = 'Kinetic, Special Attack', gravitas = '4', attunement = 'Ardent, Mordant', blurb = "It's a bad idea to dish out what you aren't prepared to take in turn.", effect = "This sudden action can be used when an ally within 3 hexes is damaged by an attack. Roll two silver dice and deal that much damage to the attacking creature, ignoring armor.", specialname = "Kinesis", specialeffect = "When you restore Vitality to a creature, you can pay 4 Gravitas. If you do so, until the start of your next turn, when triggered by damage to that creature, Kinetic Ward costs 0 gravitas and you regain your sudden action after using it. You can use Kinesis effects even if you have not used the associated action, but can only use one Kinesis effect in a given turn.", }, ["Love Tap"] = { idphrase = 'LoveTap', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'Healing, Weapon Attack', gravitas = '2', attunement = 'Ardent, Astral, Mordant', blurb = "Don't think about it too hard.", effect = "Make a weapon attack. Instead of damaging your target, heal them for the amount the attack would have dealt, ignoring armor.", }, ["Milk and Honey"] = { idphrase = 'MilkAndHoney', cost = '100 XP', class = 'Gravimancer', actiontype = 'Utility Action', keywords = 'Energizing', gravitas = '4', attunement = 'Ardent, Astral, Savage', blurb = "A bounty of gravitas rich enough for all.", effect = "Fully restore the gravitas of any allies you are carrying with your Rebirth ability.", }, ["Overdue"] = { idphrase = 'Overdue', cost = '100 XP', class = 'Gravimancer', actiontype = 'Sudden Action', keywords = 'Healing', gravitas = '0', attunement = 'Astral, Erudite, Savage', blurb = "Patience. Good things take time.", effect = "This sudden action can be used when you would rebirth one or more allies at the start of your turn. You gain " .. terms('Grace') .. " charges as if you had rebirthed them, but they are not rebirthed, remaining inside you instead. Increase the maximum vitality of any allies you are carrying with your Rebirth ability by 5 until the end of the encounter, and gain an additional point of size for each ally you are carrying, which lasts until you finish rebirthing those allies.", }, ["Pebble Toss"] = { idphrase = 'PebbleToss', cost = '100 XP', class = 'Gravimancer', actiontype = 'Utility Action', keywords = 'Movement, Special Attack', gravitas = '2', attunement = 'Ardent, Astral, Erudite', blurb = "Little rocks can make big waves.", effect = "Move up to your speed. You can move through enemies during this movement. When you do so, deal a silver die of damage for each ally you are carrying with your Rebirth ability. You cannot deal this damage more than once to any given enemy.", }, ["Planet Healer"] = { idphrase = 'PlanetHealer', cost = '100 XP', class = 'Gravimancer', actiontype = 'Utility Action', keywords = 'None', gravitas = '1', attunement = 'Savage', blurb = "A blessing for the world! Or at least your corner of it.", effect = "The next time this turn you target a single ally with a gravimancer ability, you can expend any amount of " .. terms('Grace') .. ". For each charge of Grace expended, target an additional ally with that ability. These additional targets must still be valid individual targets for the ability, and you cannot target any ally more than once.", }, ["Quasar"] = { idphrase = 'Quasar', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'Burst, Special Attack', gravitas = '3', attunement = 'Ardent, Mordant, Savage', blurb = "Just be careful what you feed it.", effect = "Place a quasar in an unoccupied hex within 5 hexes of you. It has 1 vitality, occupies its hex, does not block movement for enemies, and is immune to damage. Whenever a creature within two hexes of the quasar regains vitality, it gains an equal amount of vitality. At the start of any of your turns, you can sacrifice two points of " .. terms('Grace') .. " you would normally gain in order to detonate the Quasar. This deals a gold die of damage to all creatures within a burst 2 centered on it, and an additional gold die of damage for every 10 points of vitality the quasar possesses, to a maximum of five gold dice of damage (including the original). Once detonated, a quasar vanishes. You can create as many quasars as you wish, but the Grace cost for each must be paid separately.", }, ["Quickening Soul"] = { idphrase = 'QuickeningSoul', cost = '100 XP', class = 'Gravimancer', actiontype = 'Special Action', keywords = 'None', gravitas = '3', attunement = 'Ardent, Erudite, Savage', blurb = "The allies you shelter within you can come to your aid in your time of need.", effect = "This action can only be used on the initiative count of an ally you are carrying with your Rebirth ability, and can only be used once in a given turn. That ally immediately takes a Battle or Utility action of their choice, from those available to them. The action resolves as if you had taken it instead (including you paying any gravitas costs), but still benefits from any relevant passive abilities the ally using it might possess. Actions taken with this ability may never grant or refund additional actions.", }, ["Riptide"] = { idphrase = 'Riptide', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'Forced Movement', gravitas = '2', attunement = 'Erudite, Savage', blurb = "Directing your focus outwards, you plant your feet and bend gravity itself in a river around you.", effect = "Roll a silver die. You can forcibly move each creature within a number of hexes equal to the result up to 3 hexes.", }, ["Shuffle"] = { idphrase = 'Shuffle', cost = '100 XP', class = 'Gravimancer', actiontype = 'Utility Action', keywords = 'Forced Movement, Kinetic, Movement', gravitas = '2', attunement = 'Erudite', blurb = "Just stepping in for a friend.", effect = terms('Teleport') .. " to the hex of a creature within five hexes of you, and teleport that creature to your starting hex.", specialname = "Kinesis", specialeffect = "At the end of your turn, you can pay 4 gravitas to " .. terms('teleport') .. " to the hex of a creature within five hexes of you, and teleport that creature to your starting hex. You can use Kinesis effects even if you have not used the associated action, but can only use one Kinesis effect in a given turn.", }, ["Unbirth"] = { idphrase = 'Unbirth', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'None', gravitas = '4', attunement = 'Mordant, Savage', blurb = "Sometimes, the situation calls for putting your enemy in a good old-fashioned time out. For however long you can keep them there.", effect = "Target a non-Boss enemy within 5 hexes, and forcibly draw them into your womb, transforming them into a bundle of hostile spiritual energy in the process. Your size is increased by 2 for each enemy you are carrying in this manner. Enemies you are carrying with this ability are not present on the battlefield, and cannot take actions normally, but their turn remains in initiative. Whenever an unbirthed enemy's initiative count is reached, you suffer damage, ignoring armor, based on the power of the unbirthed enemy: Minions roll a bronze die, standard enemies roll a silver, and elite enemies roll a platinum die. After this damage resolves, you can release the unbirthed creature into an adjacent hex if you wish, allowing them to take their turn normally. If the damage reduces you to 0 vitality, or you are reduced to 0 vitality by other means, any creatures you are carrying with this ability are released into adjacent hexes of their choosing.", }, ["Vital Spike"] = { idphrase = 'VitalSpike', cost = '100 XP', class = 'Gravimancer', actiontype = 'Utility Action', keywords = 'Kinetic', gravitas = '0', attunement = 'Mordant', blurb = "Harnessing", effect = "Until the end of your current turn, you can target enemies with Revitalize. When you do so, it does a platinum die of damage, ignoring armor, rather than healing its target. Additionally, it gains the Special Attack keyword.", specialname = "Kinesis", specialeffect = "When you use your Revitalize ability, you can pay 3 gravitas in order to target an enemy with it. When you do so, it does a platinum die of damage, ignoring armor, rather than healing its target. Additionally, it gains the Special Attack keyword. You can use Kinesis effects even if you have not used the associated action, but can only use one Kinesis effect in a given turn.", }, ["Word of Life"] = { idphrase = 'WordOfLife', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'Healing', gravitas = '4', attunement = 'Savage', blurb = "With a cry backed by a flood of vital energy, you salve the wounds of your companions in a great cascade of healing.", effect = "Roll a silver die, and restore vitality equal to the result to all of your allies within 5 hexes of you. If this restores any ally to their maximum vitality or greater that was not already at or above their maximum vitality, or if you expend a charge of Grace, repeat this effect. ", }, ["Wormhole"] = { idphrase = 'Wormhole', cost = '100 XP', class = 'Gravimancer', actiontype = 'Utility Action', keywords = 'Forced Movement, Kinetic', gravitas = '1', attunement = 'Erudite', blurb = "What goes in, must come out.", effect = "Place a pair of wormholes in two unoccupied hexes within 5 hexes of you. If you or one of your allies catches one of the wormholes in the area of effect of an ability with the Burst keyword, the triggering power is replicated with identical radius and effect centered on the other wormhole. This does not actually duplicate the attack - it merely expands the effected area. After transmitting an effect in this way, both wormholes vanish. If the wormholes are not triggered by the end of your next turn, they vanish regardless.", specialname = "Kinesis", specialeffect = "At the end of your turn, you can choose to pay 4 gravitas. If you do so, you can forcibly move up to three creatures up to two hexes each. Each hex of this movement must take them closer to one of the Wormholes. You can use Kinesis effects even if you have not used the associated action, but can only use one Kinesis effect in a given turn.", },

}

return { abilitylist = abilitylist }