Night Wizard!:Enemy Special Abilities

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Block

Maximum SL Timing Check Judge Target Range Cost
1 Always Auto None Self None 3 HP
It costs 1 Sq of additional Movement Power to Withdraw from an Enemy in possession of this Special Ability.

In other words, Withdrawal is not possible without a Movement of 3.
Although this Special Ability has a timing on "Always", it can be disabled at will.

Pain Tolerance

Maximum SL Timing Check Judge Target Range Cost
1 Auto Action Auto None Self None 3 HP
Use at the time a Bad Status is received.

The Enemy in possession of this Special Ability may recover from a a single Bad Status.
This Special Ability can be used while under Pressure.

Self-Destruct

Maximum SL Timing Check Judge Target Range Cost
1 Auto Action PACC Opposed Sphere Pick 1 0 Sq None
Use after entering a Near-Death State.

The Enemy in possession of this Special Ability may, regardless of the Near-Death State or their remaining Action Count, perform a single Physical Attack with a target of Sphere Pick 1. For the Damage Roll of this Attack, add +10 to this Enemy's PATK.

Mass Command

Maximum SL Timing Check Judge Target Range Cost
1 Major Action Auto None Sphere Pick 1 3 Sq 8 MP
Target only characters that are under your command.

The GM decides which targets are valid and the details of the relationship.
The targets perform your orders in an order of their choosing in this main process.
At the end of their turn, their count decreases as usual.

Battle Supervision

Maximum SL Timing Check Judge Target Range Cost
5 Setup Process Auto None Sphere Pick 5 0 Sq 10 MP
During this Round, the target Characters gain a bonus of SL x 2 to all of their Judges.

Flight

Maximum SL Timing Check Judge Target Range Cost
1 Always Auto None Self None None
Enemies possessing this Special Ability are normally in a Flying State.

This state may be canceled with a Minor Action, and resumed again with another Minor Action.

Breath Attack

Maximum SL Timing Check Judge Target Range Cost
3 Major Action MATK Opposed Sphere Pick SL 3 Sq 8 MP
Make a Magic Attack using the specified Element.

Use up to once per Round.

Physical Attack Immunity

Maximum SL Timing Check Judge Target Range Cost
1 Always Auto None Self None None
Enemies possessing this Special Ability have all Physical Damage dealt to them reduced to 0.

Enemies cannot possess both this Special Ability and Magical Attack Immunity.

Unlimited Power

Maximum SL Timing Check Judge Target Range Cost
1 Always Auto None Self None None
Enemies possessing this Special Ability do not need to pay MP Costs.

However, they must still pay other types of Costs.

Chain Attack

Maximum SL Timing Check Judge Target Range Cost
1 Major Action PATK Opposed Single Weapon 4 HP, Daze
Make a Physical Attack.

After that Physical Attack is complete, make another Physical Attack against the same target.
Use up to once per Round.