May 30, 2010 13:12
While not a Templar himself, Alistair possesses the abilities of one, which effectively makes him a powerful foe when facing a mage or someone in possession of magic. However as he had never taken his vows and became addicted to lyrium, as all Templars do it is a sort of leash to keep them tied to the Chantry, his abilities aren't as powerful as they could be. Nevertheless he is still capable of taking down a powerful mage if he needed to.
RIGHTEOUS STRIKE --- ( The templars are enforcers specifically designed to control and slay mages. Each of the templar's melee hits against an enemy spellcaster drains its mana. ) Simple enough. A passive ability that cannot be switched on or off, everytime Alistair lands a hit on a mage whether it is by fist or sword, he will drain some of their energy/mana/power whatever it is that fuels their magic. It will not be a great amount but enough that if he lands a good number of hits the mage will become drained and considerably weaker.
CLEANSE AREA --- ( The templar purges the area of magic, removing effects from those nearby. Friendly fire possible. ) A ability he can only use a few times a day, he is capable of purging a radius of 200 meters of magic for a short time, making it impossible to cast spells that effect people. Such as mental control, curses etc. Fireballs, ice blasts and other such things are still able to be used while this effect is active. This only lasts 1-4 minutes before the effect of this ability fades.
MENTAL FORTRESS --- ( The templar has learned to focus on duty, gaining a large bonus to mental resistance. ) Passive ability. Alistair cannot be affected by spells that would affect his mind ie, love spells etc. Telepaths would also find it difficult to read his mind, most likely encountering a large wall of static that is incredibly hard to get through. Chances are he would be very difficult to possess as well, unless he voluntarily allowed a demon inside.
HOLY SMITE --- ( The templar strikes out with righteous fire, inflicting spirit damage on the target and other nearby enemies. If the target is a spellcaster, it must pass a mental resistance check or else loses mana and takes additional spirit damage proportional to the mana lost. All affected enemies are stunned or knocked back unless they pass physical resistance checks. ) UH brb
!paradisa,
!abilities,
!notes