Focus Attacks, Magic, Fusion Magic, Combination Attacks, Chain Attacks, and Changing Command Slots Focus Attacks Focus Attacks are special attacks that require focus before use (hence the name) Generally, they are more powerful than simply attacking. Many hit an area or a line, much like a spell effect. However, they take additional concentration and discipline, as well as time. For all races except Selkie, focus attacks are full-round actions normally. Selkie may conduct one as a standard action. Effects, items, or abilities may allow this to lower as well. Step-by-step Focus Attacks: 1. Declare Attack On your init, declare use of a focus attack. 2. Provoke Attacks of Opportunity You provoke attacks of opportunity as if casting a spell. If hit, you must make a Concentration check in order to keep the focus attack. The DC is equal to (10 + damage dealt + attack level). If you fail, your turn is over. Some attacks may automatically cancel focus attacks. 3. Hold Attack If you wish to hold a focus attack, you do it now. While holding a focus attack you are, unless otherwise specified, considered flat-footed and cannot move. However, you may release it any time after your turn as a readied action. 4. Resolve Attack Depending on the kind of attack, you roll to-hit and then damage. Some attacks deal splash damage as well. Magic Basic magic attacks are simple to use. You require the magicite orb for it, and the command slots to use the magic. For most races, casting magic is a full-round action. However, for Yukes, it is simply a standard action. There are effects, items, and abilities that may reduce this time as well. Some spells have longer casting times as well. These will be noted as they become available. Step-by-step Magic: 1. Declare use of Magic 2. Provoke Attacks of Opportunity You provoke attacks of opportunity. If hit, you must make a Concentration check in order to continue casting. The DC is equal to (10 + damage dealt + Orb level). If you fail, your turn is over. Some attacks may automatically cancel magic. 3. Hold Spell If you wish to hold a cast attack, you do it now. While holding a magic spell, you are, unless otherwise specified, considered flat-footed and cannot move. However, you may release it any time after your turn as a readied action. 4. Resolve Spell Depending on the kind of spell, you roll damage, amount healed, or simply resolve it. Most spells deal splash damage or effects as well. If not held, the spell resolves at the end of your turn the round you started casting it, unless otherwise noted. Fusion Magic Fusion Magic is conducted in the same manner as magic, except two casters combine their spells for a different or more powerful effect. Fusing magic follows the same rules as Magic. However, each additional person in the chain must conduct their cast on the same initiative as another. Fusion magic cannot be held, it *must* be cast when all members are ready or the spell releases as a weaker version. Particular fusions can be prepared as normal spells as well, given access to an alchemist, time, and the appropriate materials. Step-by-step Fusion Magic: 1. Declare use of Magic 2. Hold Actions All participants hold actions until the one with the lowest init's turn comes up. 3. Check concentration Fusion magic is difficult to master. Almost all combinations require a concentration check. For most fusions, this check is DC (10 + members + fusion level). If one person fails, they miscasted and their spell takes effect outside of the fusion. The others may continue or pull out casting at this point. 4. Cast Magic Now all participants conduct a magic casting simultaneously, minus the resolve step. Any participants that are interrupted reduces the power of the spell. Certain components of spells are key components, and by missing those the spell fails to cast. 5. Resolve Fusion Depending on the kind of spell, you roll damage, amount healed, or simply resolve it. Most spells deal splash damage or effects as well. Combination Attacks: Combining focus attacks can lead to very spectacular effects. As magic can be fused together, with teamwork focus attacks can be combined as well. Like Fusions, Combination Attacks must be done when their turn comes up. They cannot be held. Step-by-step Combination Attacks: 1. Declare Combination Attack 2. Hold Actions All participants hold actions until the one with the lowest init's turn comes up. 3. Check concentration Combination Attacks are difficult to master. Almost all combinations require a concentration check. For most combinations, this check is DC (10 + members + combo level). If one person fails, they botched their attack and they fail to hit automatically. The others may keep attacking at this point or stop for individual attacks. 4. Attack Now all participants conduct a Focus Attack simultaneously, minus the resolve step. Any participants that are interrupted are not included in the final attack. 5. Resolve Attack All members now roll to attack the opponent. For each successive person in the attack, the opponent suffers a -1 to their AC. Assuming all are successful, roll damage. Depending on the attack, different effects may take place. The most common is a damage multiplier. Chain Attacks Attacks that combine magic and focus attacks are known as chain attacks. These complex attacks are difficult and risky to pull off, but reward the participants with a great increase in damage. Like Fusions and Combinations, they may not be held. They must be released when activated. In addition, one missing link in the chain breaks the attack into individual chains, or even attacks. The order of chain attacks is almost always alternating focus with magic, always starting with focus. The most common of these are the Flame Strike, Frost Strike, and Lightning Strike chains. Fusions and Combination attacks may take place in the stead of normal magic or focus attacks. Such attacks are *extremely* risky, but yield the greatest results. Step-by-Step Chain Attacks: 1. Declare Chain Attack 2. Hold Actions All participants hold actions until the one with the lowest init's turn comes up. 3. Check concentration Chain Attacks are *extremely* difficult to pull off. All chains require a concentration check, DC (10 + members + chain level). If one fails, the chain fails to link and is broken up into multiple chains. This person's spell fizzles or the focus fails to take effect. Other members who make their concentration check continue on their course of action. 4. Chain the Attacks Conduct each attack in order. Missed focus attacks will botch the chain, as will interrupted spells. 5. Resolve chain All attacks that hit *and* successfully chain form a chain. Chains will be determined on the spot, and will most likely result in the destruction of most normal enemies. Changing Command Slots Sometimes you just don't have the correct spell or ability immediately available. That is what this ability is for. Everyone gets it, and it is a standard action that provokes an attack of opportunity. Even if hit, there is no check required to see if you are successful. Equipment in your command slots are changeable at will. To be cast, magic needs to be in a command slot.