This is an old revision of the document!
Warning: Undefined array key "lang" in /home/ashvalle/dicemob.ashvalleypublishing.com/lib/plugins/wrap/helper.php on line 94
Warning: Undefined array key "class" in /home/ashvalle/dicemob.ashvalleypublishing.com/lib/plugins/wrap/helper.php on line 114
Warning: Undefined array key "id" in /home/ashvalle/dicemob.ashvalleypublishing.com/lib/plugins/wrap/helper.php on line 117
Warning: Undefined array key "width" in /home/ashvalle/dicemob.ashvalleypublishing.com/lib/plugins/wrap/helper.php on line 119
Warning: Undefined array key "dir" in /home/ashvalle/dicemob.ashvalleypublishing.com/lib/plugins/wrap/helper.php on line 128
Table of Contents
Dice Mob Home > Dice Mob Rules > Specific Rules of Skills and Magic
Environmental Manipulation
As mentioned above, some mental “attacks” are not actually attacks against another brain but are rather a manipulation of the environment. Here are some of those skills.
| Skill | Affects | Effect in a Nutshell | Mana? |
|---|---|---|---|
| Telekinesis / Levitation | Environmental Manipulation | Self can always be levitated.
| Per degree |
| Astral Projection | Environmental Manipulation | “Two for trying” plus two dice per degree vs Skill Check to enter and remain as an Astral Projection; ability to affect individuals on the primary plane at higher degrees | One per skill check |
| Prescience | Dice Rolls, Environmental Manipulation | One die per degree per round | Per Die Affected |
| Psychic | Dice Rolls, Environmental Manipulation | One comparison per degree per round | Per Comparison |
| Prophecy | Dice Rolls, Environmental Manipulation | Two dice per degree | Per Degree |
Telekinesis / Levitation
Telekinesis and levitation are essentially the same thing. It’s just a difference between lifting and moving something else versus lifting and moving oneself. Along with the duration, area of effect, and range discussed in the general rules, first degree skill-users can move one kilogram per level, second degree skill-users can move ten kilograms per level, third degree skill-users can move one hundred kilograms per level, fourth degree skill-users can move one thousand kilograms per level, and so on. The one exception to this is that the skill-user can always move themselves without counting against this limit (though any equipment worn would). Rather than figure out the weights of equipment exactly, the GM should just make a reasonable guess of whether or not the weight limit might reasonably include the amount the character wants to move.
Astral Projection
The ability to project consciousness into the astral plane, which looks just like the plane from which a character is astrally projecting except for the fact that most creatures cannot interface with them or even sense their presence. Movement can be slower than clairvoyance, which happens almost instantaneously, but the character, at higher degrees, also optionally has the ability to interface with or even cause harm to opponents they meet astrally. To reach the astral plane, a character must make a Skill Check with at least two successes. To stay on the astral plane, a character must continue to make Skill Checks each hour or each round of combat but with only one success required. Mana is used at a rate equal to one per Skill Check.
At second degree, characters can talk to others, though their chance of being heard requires a successful Skill Check.
At third degree, characters cause harm by using an opponent's mana at a rate or one per success die using whichever attack method they choose and the character defending as appropriate. Opponents cannot attack the character, however, unless they can also travel astrally, exist on both planes simultaneously, or find the actual body of the astrally projecting character.
At fourth degree, characters can cause physical damage at the normal rate using whichever attack method they choose and the character defending as appropriate. Opponents cannot attack the character, however, unless they can also travel astrally, exist on both planes simultaneously, or find the actual body of the astrally projecting character.
At sixth degree, characters attacks do both mana and physical damage.
Any characters taking damage on the astral plane can only recover that damage through rest.
Prescience
See prescience under Hit Points for more information.
Psychic
See psychic under Hit Points for more information.
Prophecy
See prophecy under Hit Points for more information.
