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Dark Angel's Constant Abilities:

-Dark Seeing:  Dark Angel's can see in the blackest of night as if it were day.
-Dimensional Travel:  Most Supernatural beings have this ability.  It is the power to re-link your body, back to the realm in which you were created in, or where the source of your power comes from.  Most Supernatural beings were created by a Deity, or Supernatural force outside of Urth, and therefore can link back to their homeland Dimension.  But first they must appear on Legacy, so that they may enter the portal leading to their Homeland realm.  This ability takes extreme concentration, and cannot be used while in battle.  Bit by bit their body will begin to fade into nothingness, and bit by bit it will appear on Legacy or vise versa if coming from Legacy to Urth.  If they are attacked while in the process of using this ability, they will instantly be brought back to the plane in which they are on currently, and will have to start all over.  It takes 1 full minute to successfully carry out.
-Flight: Dark Angels can fly on their great wings at will, when doing so they gain a +2 to HS, and a -2 to HR.  They will also gain a +2 to Speed when doing so.
-Self Healing: A Dark Angel's body will regenerate 1 Life Point every turn that passes while in battle.

Necromancer's Constant Abilities:


-Resistance: They receive a special defense against Charm, Possessions, Poisons, and Sicknesses.  Roll 1 d20 score above 10 to be successful. Add +1 to this roll for every level you successfully complete. So at level two you would add +1, level three you would add +2, etc.
-Sense Spirits/Undead: A chill will run down your spine whenever an unseen ghost, demon, undead creature, or spirit is near or within a close area around you.
Gained Spells:  Rituals are complex spells that must be woven with different items or relics and take a bit of time to go into effect. These spells can not be used while directly involved in combat.  These Rituals will be marked with the letter R next to their level number to indicate these spells.  Rituals must be logged as they are performed for proof of casting them.  Each Ritual may only be cast once per day.