Defense
From Neverend
Power struggle, swords: Two combatants are directly pushing swords against each other until one gives.
Power struggle, fists: Two combatants are directly pushing fists, hands, wrists, or forearms against each other until one gives.
Power struggle, magic projectiles: Multiple projectiles are being fired rapidly from two combatants, and are all being intercepted by each other. (perfectly matched skill from both opponents will have no projectiles hit the other target. A less skilled opponent will be hit by stray projectiles occasionally, and an unkilled target will be hit consistently)
Power struggle, magic beam: Two casters are using their magic force directly against each other until one gives.
Power struggle, magic ball: Two casters are at close range and have a ball of energy in the middle of a power struggle.
Power struggle, mental force: Two combatants stare at each with opposing mental force until one gives.
Block, forearm
Block, double forearms
Block, knee
Block, crouch
Block, weapon, a weapon is used to block
Block, other, a wing, tendril or other part is used to block
Deflection punch, a punch is used in deflecting a melee or projectile attack
Deflection kick, a kick is used in deflecting a melee or projectile attack
Deflect, weapon, a weapon is used to deflect
Deflect, other, a wing, tendril or other part is used to deflect
Block, shield
Block, crouching shield
Block, overhead shield
Magic barrier/force field, all magic force is blocked by an invisible sphere surrounding the defender, who is either concentrating to maintain the forcefield, or can confidently use it while standing.
Damage barrier, a circle of fire, wind, leaves, hail, sleet, mist, water, electricity, or magic energy surrounds the defender. The barrier can be penetrated, but will deal damage, push someone away, or paralyze them temporarily.
Stop momentum barrier, the defender raises a hand and stops any projectiles or magic in midair a short distance from him.
Disperse energy/magic, the defender confidently stands as a spell or energy projectile is dispersed into tiny particles, doing no damage but appearing to hit the target lightly.
Nullification, defender is immune to a type of attack such as magic, electricity, light based, dark based, element based, fire, etc. Defender gains confidence while attacker loses confidence.
Deflect projectile, the defender uses hands, magic, psychic force, or a shield to deflect a projectile
Reflect projectile, the defender uses magic or a special shield that reflects a projectile or spell directly on the attacker for the same amount of damage.
Catch projectile, the defender catches an arrow or a magic projectile, and throws it back.
Dodge melee attack, the character moves out of the way or jumps out of the way
Dodge projectile attack, the character moves out of the way or jumps out of the way
Baseball deflection, the defender uses a weapon, fists, or shield to directly hit an oncoming melee attack or projectile, with the intent of sending a projectile back at the attacker
Lucky dodge, the character is extremely lucky and manages to not get hit by projectiles or magic, when a normal person would
Clumsy dodge, the character is extremely unlucky and manages to not get hit by projectiles or magic, when a normal person would
Skilled dodge, the character can dodge projectiles due to dexterity skills
Immune to melee or projectile, the defender takes no damage from a melee or projectile attack, and the attack bounces off
Ward, the character uses a charm, item, meditation, prayer, ritual, or spell in order to prevent anything from crossing an invisible circle around the defender, including attacks and projectiles. usually specific to warding against a certain element, such as holy, demon, magic, fire, spirit, undead, electricity, metal, etc.
Item based shielding, the character activates some piece of armor that creates an additional magical form of shielding to that body part
Magic based shielding, the character uses a spell that provides an additional shield made of magic, can be located at any body part
Skill based shielding, the character is using a flurry of hand to hand or sword moves to create a shield of movement that lets no attacks get through
Magic struggle, the character is resisting most magic attacks
Physical struggle, the character is resisting most physical attacks and damage
Poison struggle, the character is resisting most poison damage
Confidence wounds, the character is severely wounded but continues onward
Desperation wounds, the character is so close to death that he continues onward
Mental resist, the character is resisting most mental attacks
Mental block, the character is blocking oncoming mental attacks
Mental reversal, the character is sending oncoming mental attacks back at the attacker
Presence of fear, attackers become terrified when trying to attack target
Presence of terror, attackers become terrified when trying to attack target
Presence of harmony, attackers lose the will to attack
Presemce of sexiness, attackers lose the will to attack but become more aroused
Presence of sexuality, attackers lose the will to attack but have more will to have sex
Presence of confidence, attackers hesitate to attack
Presence of compliance, attackers do not want to attack, and will listen to orders
Presence of harmlessness, attackers would rather attack something else more threatening
Presence of sympathy, attackers will defend the character from attack
Intimidate: threat, character visibly yells or points to catch target off gaurd
Intimidate: distraction, character uses explosive powder to catch target off gaurd
Intimidate: sexiness, character uses sexiness level to catch target off gaurd
Intimidate: dance, character dances to catch target off gaurd
Intimidate: confuse, character uses strange magic or items to catch target off gaurd
Intimidate: vanish, character uses items or magic to appear to be gone
