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Unique evilities are evilities belonging to special characters in the Disgaea series. The only way to gain their evilities at the normal price is to take the proper special character trait that correlates with that character. Evilities that have a duration and can be used multiple times never stack with themselves.



Almaz

Cost

Evilty

Benefit

200

Hero-Style Defense

Armor class increases by +4 when receiving an attack from the front. This bonus increases by +1 for every 8 levels you possess.

200

Hero-Style Combat

You deal an additional amount of damage equal to your wisdom modifier when wielding a weapon. (Minimum +1)

300

Hero's Oath

If the enemy's challenge rating is higher than your level, You ignore 10 damage from that enemy before applying Damage Reduction.

 

300

Hero's Proof

When fighting an Overlord, you deal an additional amount of damage equal to your character level and subtract an amount of damage equal to 1/2 of your character level when you are damaged by an overlord. The damage resistance is applied before Damage Reduction.

 

300

Guard the Princess

Select a single creature upon selecting this evility, While that creature is within 100 feet of you, Once per day, you gain a bonus to attack and damage equal to their relevant modifier. This can be used once per day for every 4 levels you possess.

 

300

I won't lose!

When your hit points are below half, your base weapon damage increases by 3 damage dice.

300

Lucky!

When selling an item, you gain an additional amount of hl equal to 1/10th of it's value.

 

Mao

Cost

Evilty

Benefit

200

Physical Boost

When performing a technique that deals damage, you deal an additional 1d6 damage per 4 levels you possess.

200

Magical Boost

When Casting a Spell that deals damage, you deal an additional 1d6 Per 4 levels you possess.

300

Violent Courage

For every enemy within 5 feet you gain a +1 bonus to attack and damage rolls. This bonus increases by a flat +6 if you have the Vicious enchantment.

300

Demon Experiments

Within 30 feet, Allies deal an extra +4 damage and enemies take an extra +4 damage from all sources.

 

300

Live Experiment

All creatures within 30 feet deal an additional amount of damage equal to 1/2 of your character level. This includes enemies.

 

500

Star Gazing

Deal additional force damage on all attacks equal to your Intelligence modifier and gain force resistance equal to your intelligence modifier as well.

400

Weak Searcher

When wearing a pair of glasses, gain a +4 bonus to confirm critical hits and lower your critical range by 1. Furthermore you negate 10% of a character's fortification.

 

300

Improved Alchemy

Save DC's for alchemical items become 10+ 1/2 character level+ Intelligence modifier. In addition, you add your intelligence modifier to all damage dealt with alchemical items and alchemist bombs. Finally, you do not expend any resources to craft alchemical items such as alchemists fire and tanglefoot bags.

Raspberyl

Cost

Evilty

Benefit

200

Love Thy Heart

All damage dealt to creatures of a larger size category than you are increased by +1 per damage dice. This bonus increases by +1 for every size category larger than you the enemy is. 

200

Law By Range

All spells range and burst area are doubled, but it costs 2 spell slots to cast each one.

300

Hello Throw

When being thrown, as per the combat maneuver, your ability scores increase by +2 for every 10 feet tossed in a round. (Max of +10) This lasts for 4 rounds.

300

Helping Hand

The bonus granted by total defense or fighting defensively is doubled. This applies to allies within 100 feet as well.

 

300

Trash Pickup

When dealing damage to an object, you have a 20% chance to immediately destroy that object. This bypasses invincibility caused by Geo Panels. This does not work on artifacts.

 

400

Innocent Classes

When using an ability that raises ability scores, that bonus is increased by +4. This is only applied to the first instance of an increase and not to every ability score increase. When using an ability that increases attack, damage, saving throws, or save DC's such as a technique, or a feat, the bonus is increased by +1. These bonuses are increased by +1 for every 5 levels you possess. You must select, attack, damage, save DC's, or saving throws when equipping this evility. It can be changed by re-equipping this evility. This does not apply to additional bonuses granted by the additional +4 to an ability score listed above.

 

500

Recruitment Drive

When defeating an enemy, you can make an intimidate or Diplomacy check against the enemy. If you succeed, the enemy returns to life at 1 hit point per hit dice and works as if effected by dominate person for 4 rounds before immediately dying again. The enemy cannot be healed beyond these hit points. This does not apply to boss monsters.

 

Champloo

Cost

Evilty

Benefit

200

Lion Stance

When you take damage from an attack, you can make a single attack of opportunity on the opponent. If it hits, you deal 1/2 the damage that was just dealt to you along with your normal damage. This can be used once per day for every 8 levels you possess. 

200

Matching Breath

When fighting side by side with an ally, you both gain a +1 bonus to your attack rolls and saving throws for every 4 levels you possess. You can select this ally as a swift action, it can be any ally within 5 feet of you. If that ally or another uses this evility as well, you only gain the effects from the strongest creature using the evility.

300

Team Formation

You gain a +1 bonus to attack, damage, and armor class for each teamwork feat you possess so long as an ally with the matching feats are within 100 feet of you.

 

Sapphire

Cost

Evilty

Benefit

200

Princess Glitter

Adjacent male allies gain a +1 bonus to all d20 rolls they make. This bonus increases by +1 for every 6 levels you possess.

200

Princess Hope

You as well as Adjacent allies gain a +4 bonus to confirm critical hits. This bonus increases by +2 for every 4 levels you possess.

300

Princess Orders

You as well as Adjacent allies gain +30 feet to the range on all of their spells and techniques that aren't personal.

300

Robust

When your hit points are below half, You gain a +1 bonus to attack, damage, and armor class for every 2 levels you possess.

 

200

Precise Healing

When using an area effect to heal, enemies are never included in the area unless you want them to be.

 

300

Bring it on!

When you deal damage to a creature, you can make an intimidate check against that enemy as a swift action. If successful, that creature has a 50% chance to target you on it's next action. This can be used once per day for every 4 levels you possess.

 

300

Pulverizing Spirit

All creatures within 20 feet of you at the end of your turn take damage equal to your Strength or Dexterity modifier. This damage is not effected by Damage Reduction.

 

Big Star

Cost

Evilty

Benefit

200

You Are Useless

Negate 10 points of damage from all humanoids before applying Damage Reduction.

200

Beauty is Sin

Adjacent female allies gain a +1 bonus to attack rolls and saving throws. This bonus increases by +1 for every 4 levels you possess.

300

Screw Counters

You cannot make attacks of opportunity, However you gain +1 damage reduction overcome by nothing for every attack of opportunity you would normally be able to take.

 

Salvatore

Cost

Evilty

Benefit

200

D-Protection

Once per round, cut the damage received from a technique in half. This can be used once per day for every 4 levels you possess.

200

C-Sniping

If you haven't moved this round, your weapon damage increases by +1 for every 10 feet in your base land speed.

300

E-Canceller

Once per round, you can ignore an enemy's energy resistances. This can be used once per day for every 4 levels you possess.

300

R-Command

Roll 1d6, adjacent allies gain a +4 boost to a random ability score chosen by the d6 until the end of the round.

 

300

G · Master

Gain a +2 bonus to all ability scores while wielding a Crossbow/Firearm.

 

300

T · negotiation

You gain a +4 bonus to Intimidate checks. When successfully making an intimidate check, you deal damage to the creature equal to your Dexterity modifier. This damage bypasses Damage Reduction.

 

300

N · Researcher

Select a single class when you buy this evility. Allies with levels in this class gain a +1 bonus to attack rolls, saving throws, and skill checks, as well as an additional +1 for every 4 levels you possess.

 

500

E · Shield

Once per day as a swift action, you can select a single enemy creature within 15 feet. That creature takes 1/2 of the damage from any one source for you. This can be used 1 additional time per day for every 10 levels you possess.

 

Laharl

Cost

Evilty

Benefit

200

Tyrant Soul

When using a technique that deals damage, you always deal an additional number of damage equal to your charisma modifier. (Minimum +1)

200

Furious Rage

Gain a +1 to attack rolls if you are struck in combat this round. This bonus increases by +1 for every 3 levels you possess. If you possess a rage class ability, the bonus increases by an additional flat +4 bonus while raging.

300

Suppression Stare

You always subtract 15 damage from creatures who attack you that only have 1/2 of less of their hitpoints. This is applied before Damage Reduction.

300

Overlord's Dignity

Gain a +1 bonus to attack and damage rolls for every enemy defeated by you during the encounter. This bonus increases by +1 per creature, if the creature was effected by a fear effect when it was slain.

300

Overlord's Pride

Gain a +2 bonus to attack and damage rolls for every enemy defeated with at least 4 more hit dice. This bonus increases by +1 for every 8 hit dice beyond 4 the creature possessed.

300

Strong Personality

When using a unique technique, You can effect it with an extend or empower metamagic feat for free. This can be used once per day for every 5 levels you possess.

 

500

Gaze of Supremacy

When under 50% of your hit points, Your damage reduction increases by an amount equal to your character level. If an ability such as smite would bypass it, you instead retain 1/2 of your DR.

 

400

Legendary Strength

When you have no allies in a fight with you, you gain a +12 bonus to all of your ability scores, however your armor class and damage reduction are cut in 1/2.

 

 

Laharl-Chan

Cost

Evilty

Benefit

300

Overlord's Dignity

Gain a +1 bonus to attack and damage rolls for every enemy defeated by you during the encounter. This bonus increases by +1 per creature, if the creature was effected by a fear effect when it was slain.

200

Dead Sexy

When attacking male units, you deal an additional 4d8 weapon damage.

300

Bodyguards

All male units within your party gain a +4 bonus to all ability scores.

300

Hasty Rush

On the first round of combat, you gain a second move action.

 

Etna

Cost

Evilty

Benefit

200

Dominant smile

Prinnies within 30 feet of you gain a +1 bonus to attack and defense rolls. This bonus increases by +1 for every 4 levels you possess.

200

Ecstasy

If you land the final blow when flanking an opponent you gain 50% more mana.

300

Sadistic

You gain an additional +8 bonus to all damage rolls if your enemy is at full health on your initial attack in a round. This bonus increases by a flat +8 if the creature is effected by a fear effect.

300

Love thy slaves

All Prinnies within 60 feet of you gain the advanced creature template.

300

The Lone Majin

Gain the advanced creature template if your only allies are prinnies. You are also treated as a prinny for the purpose of evilities.

 

500

Lethal Throw

Deal an additional +2 damage per damage dice when you throw a prinny. In addition, Evasion and improved evasion do not apply to saves against prinnies thrown by you.

 

300

Busty Killer

Gain a bonus to damage equal to your character level to characters whom are not flat chested.

 

500

Taunt

All creatures within 100 feet double the bonus of revenge points earned if you possess the Revengeance feat.

 

Flonne

Cost

Evilty

Benefit

200

Love Field

Allies within 30 feet gain a +4 bonus on saves vs. Death effects. This bonus increases by +1 for every 3 levels you possess.

200

Natural Oafy Aura

Gain a +2 bonus on saving throws Vs. energy damage. This bonus increases by +1 for every 3 levels you possess.

300

Healing Paradise

All healing spells or techniques within 30 feet are doubled.

300

Heart of Affection

Gain a +2 bonus to any one ability score if you raise an ally's hit points to full. (Max +6) for each ability score. Lasts until the end of the encounter.

400

Dangerous Revival

Gain a +1 bonus to attack rolls and armor class for every 20 hit points you've been healed within an encounter (Max +15)

400

Iron Love Fist

You can apply your Wisdom modifier to attack and damage rolls with close/monk weapons

500

Love Protection

You are immune to the Sickened, Dazed, Dazzled, Staggered, and confused status ailments.

500

Have You Loved?

When using a spell that heals hit points, it's range is increased by 100 feet. This includes touch and ranged touch spells.

 

Sicily

Cost

Evilty

Benefit

600

Li'l Sis Aura

Gain Energy Resistance 20 to Fire, Sonic, Frost, Acid, and Electricity this stacks with all other forms of energy resistance. This bonus increases by 5 for every 5 levels you possess. 

 

300

We All Get Along

You and all allies within 100 feet gain a +1 bonus to any effect granted by a teamwork feat. This bonus increases by +1 for every 3 levels you possess.

 

300

Prinny Love

Gain a +1 bonus to attack rolls, armor class, saving throws, and skill checks for every prinny within 60 feet. This bonus increases by +4 if the majority of creatures within 60 feet of you are prinnies.

 

400

Sibling Love

Select a single creature when you select this evility. While you are within 30 feet of that creature, you gain the Advanced Creature Template as well as +1 temporary hit point per hit dice.

 

 

Axel

Cost

Evilty

Benefit

200

Obvious Tendencies

Gain a +1 bonus to attack rolls, armor class, and saving throws for every female within 60 feet.

200

Entertainment Life

If your hit points are below 1/4, you take no damage from fire, Ice, Electricity, Acid, or Sonic.

300

Image Change

You add your Strength bonus to your fortitude save, your Intelligence to your reflex save and your charisma bonus to your will save.

400

I'm Too Good

Negate all damage dealt by humanoids by 20 before applying damage reduction.

 

400

Withstand

When effected by an ability that would teleport you or move you out of your current square, you can choose to ignore it. This can be used 4 times per day.

 

300

Electric Soul

Gain resistance 5 to sonic energy and deal +1 sonic damage per damage dice. This resistance increases by 5 for every 5 levels you possess.

 

500

Explosive Skit

Once per day, any enemy you toss through the air or move forcefully by more than 10 feet is treated as if they had the Explosive Nature evility of a prinny. This does not effect bosses.

 

Marona

Cost

Evilty

Benefit

200

Power of Miracles

All Phantoms gain 2d6 temporary HP and a +1 bonus to all saves. This bonus increases by +2 hp and +1 to saves for every 6 levels you possess.

200

Bond of Souls

Ally can stay infinitely magichanged while being held by you.

300

Shrine of Souls

All allies within 30 feet gain 50% more mana at the end of a fight.

300

Miracle Ability

All Phantoms gain a +2 bonus to attack and damage rolls. This bonus increases by +2 for every 6 levels you possess.

 

Asagi

Cost

Evilty

Benefit

200

Heroine's Dream

Gain +8 bonus to saving throws if at least one male ally is within 30 feet. 

200

Sky High

Ignore a number of threatened spaces every round equal to your dexterity modifier.

300

Dead or Alive

Every attack you make deals critical damage, however every attack you receive deals critical damage as well.

600

Never Give Up

If an ally strikes an enemy with an attack of opportunity, and you have already done so as well, you gain an additional attack of opportunity on that enemy so long as you have more AOO available in the round.

 

400

Main Character R.

When attacking an Overlord, you deal an additional amount of damage equal to whatever modifier applies to the attack method used (Example, Strength for melee attack, Dexterity for ranged attack, Wisdom if a cleric spell, Intelligence if a Wizard spell...)

400

Bullet Set

When equipped with a crossbow or firearm, you gain 1 additional attack per round. This attack cannot be used in a technique.

600

Dual Wielding

When wielding two crossbows/firearms, you gain a +6 bonus to damage rolls. The damage dealt by this always pierces an enemy's damage reduction.

400

Close-Up Shot

When equipped with a crossbow/firearm, you deal +2 damage per 5 feet that you aren't using. (For example, if your range is 30 feet, if you shoot an enemy within 5 feet, you deal +10 damage as your range is 30 but you are only using 5 feet of it). The damage cap for this is (+30)

 

Prism Red

Cost

Evilty

Benefit

200

Battle Order

Adjacent allies gain a +1 bonus to attack rolls. This bonus increases by +1 for every 4 levels you possess.

 

Adell

Cost

Evilty

Benefit

200

Fair and Square

Damage increased by +3 when fighting one on one. This bonus increases by an additional +3 for every 5 levels you possess.

200

Mercy

You can choose to leave an enemy whom you would have killed, with 1 hit point instead.

300

Striker Guild

You and All allies within 30 feet equipped with a Close/Monk or Double weapon gain a +1 to attack rolls. This bonus increases by +1 for every 5 levels you possess.

400

Burning Spirit

Gain a +4 bonus to attack rolls and damage if you've been targeted this round by an effect. In addition, you can sacrifice any number of attacks of opportunity to deal an equal amount of fire damage on your next attack, however both of these abilities can only be used on the creature whom targeted you. 

 

400

Indomitable Fist

When making an attack with a monk/close weapon, or if using a personal technique that allows you an attack, you gain an additional attack against the same character after everything else is calculated.

 

500

Bend Than Break

As an instant action, when you are attacked, you can apply your bonus to attack rolls to your armor class for a single attack.

 

300

Hard Boiled Man

You gain fire resistance equal to 1/2 of your character level. You also deal fire damage on all damage rolls equal to 1/2 of your fire resistance. 

300

Bonds of love

Select a single character when you select this evility. When that character is within 500 feet, you gain a +6 bonus to attack and damage rolls.

 

Rozalin

Cost

Evilty

Benefit

200

Princess's Glow

Adjacent male allies gain a +1 bonus to all d20 rolls they make. This bonus increases by +1 for every 4 levels you possess.

200

Princess's Hope

Adjacent allies gain a +4 bonus to confirm critical hits. This bonus increases by +2 for every 6 levels you possess.

300

Princess's Order

Adjacent allies gain +30 feet to the range on all of their spells that aren't personal.

300

Princess Gleam

Gain a +1 bonus to attack rolls for each male within 60 feet. This bonus increases by +1 for each creature whom could be identified with knowledge nobility.

400

Lonely Overlord God

Gain a +1 bonus to attack rolls for each creature within 60 feet. if only one creature remains in an encounter other than you, your bonus increases by +12 for the remainder of the encounter, or until another creature joins the battle.

 

300

Queen Glitter

Male allies within 60 feet gain a +1 bonus to all attack rolls. This increases by +1 for every 4 levels you possess. The bonus increases by an additional +4 if you are at least at 75% friendship with that ally.

400

Queen Orders

Select a single Ability score, Allies that use that ability score to determine their spells increase the range of all spells cast by 10 feet per level. This applies to all spells, so long as they don't possess a range of personal.

 

1,200

Love

Select a single ally whom you have at least 100% friendship with when you select this evility. When you are within 15 feet of that character, both of you heal an amount of hit points equal to your combined constitution  modifiers at the end of every round. In addition if you spend at least 10 rounds next to this character, you can recover a single technique slot. This can be done 3 times per day.

 

500

Unbearable Power

If you possess the Revengeance feat, while in Revenge mode, all force spells and techniques deal 50% more damage.  In addition, items or spells that negate force damage must make a fortitude saving throw DC: 10+ 1/2 character level+ Charisma modifier or be dispelled for 1 round before the effect is applied.

 

Taro

Cost

Evilty

Benefit

200

MILK!

Forgo your next turn to gain a +3 bonus to attack and damage rolls as well as armor class for 3 rounds. This bonus increases by +1 and lasts for an additional round for every 5 levels you possess. 

200

Natural Defense

You cannot be effected by Sneak Attack damage.

300

Metal Wall

You cannot be flanked, nor can you ever be denied your dexterity bonus.

 

Hanako

Cost

Evilty

Benefit

200

Skill Count

Whenever you deal damage with a technique, you gain a +1 bonus to all saving throws for every creature caught in that technique's area. This lasts for 1 round. 

200

Super Guts

If you are brought down to negative hit points by a single attack, you are instead left with 1 hit point. This only works once per encounter.

300

Tie

Range of all attacks increases by 20 feet when in magichange.

 

Zetta

Cost

Evilty

Benefit

200

Geo Break

You never take damage from geo Panel chain reactions.

200

Badass Nonsense

Take a -6 penalty to all will saves and wisdom based skills, but add your Charisma bonus to your attack and damage rolls.

300

Badass Impulse

You gain a +2 bonus to attack and damage every other round. On rounds when you don't have the bonus you take a -2 penalty to saving throws and armor class. This bonus and penalty increases by 2 for every 3 levels you possess. 

400

Most Badass Overlord

Gain a +1 bonus to attack rolls for every 2 levels you possess.

 

500

Badass Overlord

Increase your Reincarnation bonus to your BAB by +4 and then by another +4 for every time you've reached 20th level.

300

Badass Sound

When standing in the same location as you began a battle in, you can make an intimidate check against any creature that can hear you as a free action every round.

300

Strongest Body

You gain a +2 bonus to Armor class and Damage Reduction every other round. On rounds when you don't have the bonus you gain a +2 bonus to saving throws. This bonus and increases by 2 for every 3 levels you possess

300

Ultimate Power

Upon equipping this evility, you gain a +2 bonus to your strength score and your Charisma score. When entering a battle, your strength increases by +2, and your Charisma increases by +2 on the following round. Every other round your Strength increases and on a round when your strength doesn't increase, your Charisma does. The maximum bonus this can grant is +12, and resets at the end of the encounter.

 

Pram

Cost

Evilty

Benefit

200

Prediction

Roll randomly to select the power for each round.

1. Damage dealt is increased by two damage die.

2. Damage dealt is decreased by two damage die.

3. Damage received is increased by 2 damage die.

4. Damage received is decreased by 2 damage die.

5. Next attack is a critical hit.

6. Next attack is a critical failure.

7. You can negate damage from any one source this round.

8. The enemy cannot miss any attacks made on you this round

 

200

Absorb Magic

Whenever you are effected by a spell, you gain a bonus to your saving throws vs. Spells equal to the spell level (Minimum +1). This lasts 1 round for an instantaneous spell, or for the spell's duration if the spell has a duration. This does not stack with it's self, it only refreshes the duration or uses the higher bonus.

300

Archer Guild

If at least one ally within 30 feet is equipped with a Bow or thrown weapon you gain a +1 bonus to attack rolls. This bonus increases by +1 per 3 levels. 

 

300

Punishing Prophecy

At the end of the round, you deal damage equal to your Charisma modifier to any one creature within 100 feet. This damage bypasses the enemy's damage reduction.

300

Hoarfrost Magic

You gain ice resistance equal to 1/2 of your character level. You also deal ice damage on all damage rolls equal to 1/2 of your ice resistance. 

300

Calm response

When you do not move in the round, you gain a 50% miss chance on all attack rolls.

400

Overconcentrate

All spells that you cast have a range of 5 feet, however their damage is maximized. You gain a +1 bonus to save DC's for every 3 levels you possess, and the spells deal additional damage equal to 1 and 1/2 your relevant casting modifier.

 

Tink

Cost

Evilty

Benefit

200

Eros Change

Your level is considered to be 2 higher for purpose of magichange stats when being wielded by a female. 

200

Power of Eros

Gain a +2 bonus to attack and damage so long as there is a female adjacent to you. This bonus increases by an amount equal to your Charisma modifier if the female is at least friendly on the friendship chart.

300

Peeping Glasses

If wearing a pair of magical glasses, you gain a +6 bonus to perception checks. This bonus increases by +2 for every 3 levels you possess.

 

Yukimaru

Cost

Evilty

Benefit

200

Copy Ninjutsu

You gain the innate evilty of the first enemy you defeat in an encounter. This lasts until you slay another creature in an encounter.

200

Greatest Kunoichi

You gain a +4 bonus to armor class against attacks made from your sides. This bonus increases by +2 for every 6 levels you possess.

300

Fencer Guild

Gain a +1 bonus to attack rolls so long as an ally within 30 feet is equipped with a Blade (Light or Heavy). This bonus increases by +1 for every 3 levels you possess.

 

Prier

Cost

Evilty

Benefit

200

Bound attack

Damage dealt to an opponent is increased by +1 for every 5 feet between you and your opponent (Max +20)

200

Evil Saint Spirit

If you possess Spell resistance from any source, it is increased by +8.

300

Fighting Spirit

Add 1 1/2 strength modifier damage to melee attacks, if 2 handed deal 2x strength modifier on damage. If you already have a similar ability, you deal 2x strength modifier or 2 1/2 times strength modifier on damage rolls.

300

Coverage Attack

Deal +2 damage per square not inhabited by a creature in an area effect. (To a maximum of +40 damage)

100

Mass Blaster

for every creature effected by an area attack, your damage for that attack increases by +2.

1000

Purify Power

Units adjacent to an attack target take 1/2 damage of the target Fortitude save DC: 10+1/2 level+Strength modifier halves, and creatures adjacent to those creatures take 1/2 of that damage. 

 

300

Bundle Attack

When using an attack or effect that targets an area, you deal +1 damage for every square in the area of effect (Maximum of +30)

700

Critical charge

You lower your critical range by 1 for every attack that deals damage to you in a round. This resets at the end of the round, or when you make an attack.

300

Terrific Counter

When using an attack of opportunity, you gain a bonus to damage equal to 1/2 your strength modifier.

300

Seeking Strength

If an enemy that you attack has a higher strength than you, you gain a bonus to damage equal to the creature's hit dice whenever you attack it.

 

Marjoly

Cost

Evilty

Benefit

200

Witch Power

If targeting a single creature with an area effect, you deal an additional +1 damage per damage dice.

200

Grudge

If you have killed a creature in this round, saving throws to your spells are increased by +2. This bonus increases by +1 for every 5 levels you possess.

300

Trance

When you only possess 1/2 of your spells per day, they are all effected by the enlarge or extend meta magic feat.

 

Soichiro Kogure

Cost

Evilty

Benefit

200

Judo Black Belt

Range of thrown weapons are doubled.

200

Karate Black Belt

You gain a +2 bonus on attack rolls and CMB towards unarmed opponents. This bonus increases by +2 for every 5 levels you possess. If attacking a monk, or a creature with the Improved Unarmed strike ability, these bonuses are doubled. 

300

Kendo Black Belt

You gain a +2 bonus on attack rolls and CMB towards armed opponents. This bonus increases by +2 for every 5 levels you possess. If attacking a creature with a magic weapon, these bonuses are doubled. 

 

Captain Gordon

Cost

Evilty

Benefit

200

Captain's Revenge

If you made an attack this round and it missed or was negated, you gain an additional standard action.

200

Captain Tower

You gain a +6 bonus to damage for each creature participating in a team attack.

300

Gunner Guild

Gain a +1 bonus to attack rolls if at least one ally within 30 feet is wielding a crossbow/Firearm (Light or heavy). This bonus increases by +1 for every 3 levels you possess.

 

Jennifer

Cost

Evilty

Benefit

200

Kung-Fu Master

Once per encounter, creatures adjacent to the creature you just attacked take 1/2 of the damage you just dealt. A fortitude save DC: 10+1/2 hit dice+Strength modifier negates the damage.

200

Hero Assist

All good aligned allies within 30 feet gain a +1 bonus to all saving throws. This bonus increases by +1 for every 5 levels you possess.

300

Lancer Guild

Gain a +1 bonus to attack rolls if at least one ally within 30 feet is wielding a polearm/spear. This bonus increases by +1 for every 3 levels you possess.

 

Thursday

Cost

Evilty

Benefit

200

Metal Detector

One of the items a creature possesses that you defeat is instantly added to your inventory if you defeat them.

200

Super Barrel Bomb

Any time you deal fire damage to a creature, you deal +1 damage per damage dice.

300

Auto Protect

You gain a +2 dodge bonus to armor class. This bonus is increased by +1 for every 6 levels you possess.

 

Fake Kurtis

Cost

Evilty

Benefit

200

Defender's Sword

You gain a +2 to damage rolls for every technique slot you are missing. 

200

Defender's Proof

Damage reduction you possess from all sources is increased by 3.

300

Defender's Shield

You gain a +4 bonus to armor class against touch and ranged touch attacks. This bonus increases by +1 for every 2 levels you possess.

 

Kurtis

Cost

Evilty

Benefit

200

Defender's Gun

You gain a +1 bonus to Dexterity for every 50 hit points you have lost (Max +20). If these hit points are recovered, you lose the bonus.

200

Super Prinny Bomb

You gain the base evilty of a prinny, however you deal d10 instead of d6 of damage.

300

Requiem

You gain a +2 bonus to your attack and damage rolls for every prinny thrown within a current encounter.

 

Prinny Hero

Cost

Evilty

Benefit

200

Red Scarf

If you are defeated in battle, you are healed to 1 hit point at the beginning of the next round. This can be used once per encounter. 

200

Hell's Finest

There is a 75% chance for you to always avoid an attack, however if you take an attack you take three times the damage dealt.

300

Ultra Dessert

You heal +1 hit points for every 10 feet you move (Or are moved) in a round (Max +60)

 

Mid-Boss

Cost

Evilty

Benefit

200

Harem

All female allies within 30 feet gain a +1 bonus to saving throws. This bonus increases by +1 for every 4 levels you possess.

200

Beauty Step

When equipped with a pair of magical boots or shoes, you gain a +20 bonus to your base land speed. This bonus increases by +5 feet for every 4 levels you possess.

300

Naked

Gain 50% more mana when you are unarmored in combat.

 

Plenair

Cost

Evilty

Benefit

200

Hit and Run

If you move before making a standard action, you can move up to 1/2 of your land speed again.

200

Lonely Wolf

Gain a +2 bonus to attack rolls and armor class when fighting one on one with an enemy. This bonus increases by +1 for every 3 levels you possess.

300

Witch Guild

Spell saving throws are increased by +4 when you are equipped with a wand, rod, or staff. This bonus increases by +1 for every 6 levels you possess.

300

Acceleration Movement

All allies add +5 to the amount of feet you can move in a 5 foot step. This increases by +5 for every 12 levels you possess.

 

500

Idol Assist

All allies within 100 feet gain a +4 bonus to all d20 rolls and damage rolls. This increases by +1 for every 5 levels you possess.

 

300

Hungry Warrior

If you are currently under the effects of a magical curry, you gain a +12 bonus to attack rolls.

300

Hungry spirit

You and all allies gain additional EXP and mana at the end of every battle equal to your Charisma modifier.

400

Acceleration mascot

Increase the move speed of yourself and every ally within 100 feet by +20. This increases by +5 for every 6 levels you possess.

Gig

Cost

Evilty

Benefit

200

Onyx Blade

The Wielder of a magichange weapon is exhausted instead of you when it's duration ends.

200

BFF

One creature within 30 feet, selected by you, gains a +2 bonus to an ability score. This bonus increases by +2 for every 10 levels you possess. a creature can only be effected by one instance of this ability at a time.

300

Crimson Tear

Gain the advanced creature template whenever magichange ends, lasts for 4 rounds. This duration increases by 1 round for every 8 levels you possess.

300

Power Injection

Adjacent allies gain a bonus to strength equal to 1/2 of your strength modifier so long as they stay adjacent.

 

Reyva

Cost

Evilty

Benefit

200

Devour Lord

Adjacent enemies take damage equal to your charisma modifier at the end of your turn and you heal that amount of hit points back from each enemy. The enemy gains a will saving throw DC: 10+1/2 HD+Charisma modifier to halve the damage. This damage bypasses DR.

200

Base Camp

Recover an amount of hitpoints equal to your charisma modifier at the end of every round so long as you are standing in the same space you were on at the beginning of the battle.

300

Second Attack Win

When your hit points are under 25%, you always confirm critical hits.

 

Aurum

Cost

Evilty

Benefit

200

Hero's Authority

Gain a +1 bonus to attack rolls for every enemy within 30 feet. This bonus increases by an additional +1 for every enemy whom is a demon.

200

Magichange Guild

Gain a +1 bonus to your attack rolls for every ally wielding a magichange weapon within 30 feet. This bonus increases by +1 for every 6 levels you possess.

300

Weapon Break

Enemies that strike you in combat take damage to their weapon equal to twice your Charisma modifier. This bypasses all hardness. 

 

Valvatorez

Cost

Evilty

Benefit

200

Bloody Battle

For every enemy you defeat during an encounter, you gain a +1 morale bonus to all of your ability scores (Max +6). 

200

Physical Boost

When performing a technique that deals damage, you deal an additional 1d6 damage per 4 levels you possess.

300

Absorption

For every enemy you defeat during an encounter, you gain a +1 bonus to whatever ability score was that enemy's highest. This lasts until the end of the encounter.

300

Prinny Instructor

All Prinnies within 100 feet gain a +1 bonus to attack rolls, armor class, and saving throws for every 3 levels you possess.

400

Sardine Supremacy

After consuming a sardine, you heal an amount of hit points equal to your charisma modifier and gain a +8 bonus to attack and damage rolls. This lasts for 3 rounds and does not stack with it's self.

200

Tyrant

Weapons held by you are considered to have a +1 higher enchantment bonus than they normally do. This bonus increases by +1 for every 8 levels you possess. This can be used to grant any weapon enhancements to the weapon while it's held by you, so long as the bonus isn't higher than what you could grant.

 

Fenreich

Cost

Evilty

Benefit

200

Tyrant's Slave

Select a single creature when you select this evility, when you are adjacent to that creature, you gain the advanced creature template. This bonus increases by +2 to all of your ability scores for every 5 levels you possess.

200

Revenge

Select a single creature when you select this evility, when you are adjacent to that creature you gain a +1 bonus to attack and damage rolls for every 50 hit points that character has lost.

300

Symbol of Loyalty

Select a single creature when you select this evility. When you are adjacent to that creature, you can choose to take any damage they take instead. The distance you can be away from that creature and use this ability increases by 5 feet for every 4 levels you possess.

 

300

Moon Promise

So long as the weather is not cloudy, you gain a +6 bonus to attack rolls, damage rolls, armor class, and skill checks modified by a physical ability score. If the moon is full, these bonuses are doubled.

300

Intimidating Gaze

You gain a bonus to intimidate checks equal to your strength modifier. Creatures you successfully intimidate take a -2 penalty to armor class and saving throws while they are shaken. This penalty increases by -1 for every 5 levels you possess. (Max -6)

 

Emizel

Cost

Evilty

Benefit

200

Concentration

If targeting a single creature with an area effect, you deal an additional +1 damage per damage dice.

200

Magical Boost

When Casting a Spell that deals damage, you deal an additional 1d6 Per 4 levels you possess.

300

Generate Pain

For every 50 hit points you lose, you gain a spell back that you have used in the day. If you hadn't used any spells you gain an additional spell to use in a day. If you are healed past those hit points, you lose the spell unless it has already been cast.

 

400

Death Spell

When attacking an opponent under 50% of his health there is a 15% chance of instantly slaying the creature when they fail a saving throw against a spell effect. This is a death effect.

300

Charismatic Novice

Adjacent allies gain a +4 bonus to all attack rolls, armor class and Will saving throws. This increases by +2 for every 5 levels you possess.

 

600

Death March

Gain a +4 bonus to damage for every creature you defeat in an encounter. (Max of +44)

'· '  700

·   Astral Body

You can choose to sacrifice any number of spell levels per day to negate that much damage dealt to you.

 

Artina

Cost

Evilty

Benefit

200

Angel Glitter

Adjacent male allies gain a +1 bonus to all d20 rolls they make. This bonus increases by +1 for every 4 levels you possess.

200

Gold Finger

When selling an item, you divide it's cost by 10, you gain an additional amount of hl equal to this amount.

300

Unconditional Love

If you choose to claim no items or treasure from a creature defeated in battle, you gain a +6 bonus to one ability score in the next encounter.

 

400

Chimera Angel

When successfully stealing an item from a creature, add +100 hl to it's value for every 5 points you beat their steal DC by.

900

Last Rites

When defeated, heal all allies within 60 feet 10 hitpoints per level (Max 200). In addition they all gain a +6 bonus to all of their ability scores. This bonus lasts for 3 rounds. You cannot benefit from this evility more than once per day.

 

Fuka

Cost

Evilty

Benefit

200

Dream Girl

You always negate 15 damage dealt to you from techniques. This applies before damage reduction or energy resistance. 

200

Revenge Throw

Raise the DC of Prinny Explosions caused by Fuka by +4 points. This bonus increases by +1 for every 4 levels you possess.

300

Prinny Annihilation

Gain a +2 bonus to attack and damage rolls for each prinny defeated in an encounter. This bonus increases by +2 for each prinny that was defeated from being thrown. 

 

300

Prinny hat

You are treated as a prinny while this is equipped for all feat and evility purposes and are effected by spells, items, and other abilities that only effect prinnies.

 

400

Powered by Sweets

If using a sweet tasting consumable item, you gain a +6 bonus to attack rolls, armor class, and fortitude saving throws for the duration of the consumable food  item, or for 3 rounds, whichever is longest. This bonus does not stack with it's self.

 

500

First Impression

At the start of an encounter, you nullify all damage from the first attack that targets you.

 

Desco

Cost

Evilty

Benefit

200

Final Boss Setting

Gain a +1 bonus to your strength score for every ally adjacent to you.

200

3 Transformations

Gain a +2 bonus to strength whenever your hit points fall below 1/2 and another +2 when they fall below 1/3.

300

Mana Scarcity

Gain a +8 bonus on attack and damage rolls but you gain 1/2 mana from every encounter.

300

Final Boss Glare

If your size is increased for whatever reason and it grants you a bonus to strength or constitution, increase that bonus to Strength and/or con by +4.

 

500

No escape

Enemies who begin their turn adjacent to you have their move speed cut to 5 feet.

 

200

Super Sis Legend

If magichanged and wielded by a female, you grant a +4 bonus to attack and damage rolls. In addition, you cannot be sundered while in weapon form

 

Asuka

Cost

Evilty

Benefit

200

Beryl's Servent 2

Select a single creature when you select this evility, when adjacent to that creature, you gain a +2 bonus to attack, damage, and armor class. This bonus increases by +1 for every 4 levels you possess.

200

Nadeshiko's Form

Whenever you have full hit points, you deal your charisma modifier on damage rolls. 

300

Fight! My Lady

Select a single creature when you select this evility, When Next to that character, that character gains Evasion.

 

Kyoko

Cost

Evilty

Benefit

200

Beryl's Servant 1

Select a single creature when you select this evility, Gain a +4 bonus to armor class, skill checks and saving throws, when adjacent to that character. This bonus increases by +1 for every 5 levels you possess.

200

White Lily Dance

Whenever you have full hit points, you reduce all damage from attacks of opportunity to 0. 

300

Let's Go! My Lady

Select a single creature when you select this evility, when you are adjacent to that creature, that creature deals +1 damage per damage dice.

 

Tyrant Valvatorez

Cost

Evilty

Benefit

200

Tyrant

Weapons held by you are considered to have a +1 higher enchantment bonus than they normally do. This bonus increases by +1 for every 8 levels you possess. This can be used to grant any weapon enhancements to the weapon while it's held by you, so long as the bonus isn't higher than what you could grant.

200

Prideful Comrade

Gain a +1 bonus to attack rolls so long as one ally is adjacent to you. This bonus increases by +1 for every 3 levels you possess.

1000

No Life King

Enemies defeated are resurrected under your control with 1 hit point. They remain for 3 rounds.

 

Nisa

Cost

Evilty

Benefit

200

Nippon Ichi

Gain a +1 bonus to your attack rolls, armor class and saving throws for every round that passes in combat. Rounds used in Time Stop count towards this bonus. (Max +15)

200

Flat Alliance

Gain a +4 morale bonus to attack and damage rolls so long as 1 flat chested girl is within 30 feet of you. This bonus increases by +1 for every 5 levels you possess. This does not include you.

300

Pinch Revival

Gain a bonus to your next damage roll equal to 1/2 of the amount of hit points you were healed with a cure or heal spell. This can be used once per encounter for every 10 levels you possess.

400

Dangerous Revival

Gain a +1 bonus to attack rolls and armor class for every 20 hit points you've been healed within an encounter (Max +15)

 

400

Absolute Justice

Once per encounter, when your hit points are below 25%, you heal a number of hit points equal to your Dexterity modifier times your hit dice and gain a +6 bonus to all physical ability scores. This bonus lasts for 4 rounds.

 

300

Belated Hero

When all allies are unconscious, dead, or defeated, your ability scores all increase by a number equal to 1/2 your level until the end of the encounter or until your allies are recovered, whichever comes first.

 

Petta

Cost

Evilty

Benefit

200

All Range +

Adjacent allies gain a +2 bonus to attack rolls and a 10 foot range bonus to all ranged touch attacks. This bonus to range increases by +5 and the bonus to attack rolls increases by +2 for every 5 levels you possess.

200

Badass Daughter

All adjacent Overlords gain a +4 bonus to one ability score. This increases by +2 for every 4 levels you possess

300

Critical Point

Gain a +1 bonus to confirm critical hits for every adjacent enemy. This bonus increases by +2 for every critical feat you possess.

 

500

Volunteer Work

All allies within 30 feet lower the duration of negative status effects by 2 rounds to a minimum of 1 round.

 

300

Veteran Support

Once per turn, if you cast a harmless spell, you can gain an additional move action for the round.

 

Ash

Cost

Evilty

Benefit

200

Eccarlate

Base weapon damage is doubled on the final round of magichange.

200

Phantom Boost

When summoned through being confined by a Phantom Summoner, gain the advanced creature template.

300

Water Dragon Power

All ice damage dealt does an additional +1 damage per level.

400

Water God's Ability

Gain a +1 bonus to damage rolls for every round that has passed in an encounter.This includes rounds spent in Time Stop.

 

Hugo

Cost

Evilty

Benefit

200

Death Magic

When casting a spell on an opponent under 25% of his health there is a 10% chance of instantly slaying the creature. This is a death effect.

 

 

Gain access to the 1st 3 Shinigami Evilities

 

 

Nemo

Cost

Evilty

Benefit

300

Malice Infection

Adjacent enemies take damage equal to your charisma modifier at the end of your turn and you heal that amount of hit points back. The enemy gains a fortitude saving throw DC: 10+1/2 HD+Charisma modifier to halve this damage.

300

Malice of Confusion

Enemies that attack you take damage equal to your Charisma modifier. The enemy gains a will saving throw DC: 10+1/2 HD+Charisma modifier to halve this effect.

 

 

 

 

Des X

Cost

Evilty

Benefit

200

Kazamatsuri Sisters

Select two creatures when you select this evility. You gain a +4 to all d20 rolls made when adjacent to one of them. In addition, hero points that they use on you have their bonus increased by +4.

 

Gain the first 3 evilities of Desco

 

 

Pirohiko Ichimonji

Cost

Evilty

Benefit

200

Unlosing Mode

As a free action, you gain the Advanced creature template for  4 rounds. This can be used once per encounter.

200

Human Modification

Once per round, you can add any deflection bonus you have to armor class to your attack rolls instead. This of course lessens your armor class by the same amount.

300

Attack Chance

Once per encounter, you can deal 50% more damage to an enemy who is vulnerable to a certain type of energy, even if you aren't using the type of energy they are vulnerable to.

 

King Kirchevskoy

Cost

Evilty

Benefit

400

Overlord's Spirit

When using a technique that deals damage, you always deal an additional number of damage equal to your charisma modifier. (Minimum +1)

600

Anger's Limit

Gain a +1 to attack rolls if you are struck in combat this round. This bonus increases by +1 for every 4 levels you possess. If you possess a rage ability, this bonus increases by a flat +6 so long as you are using your rage.

600

Ruler's Discretion

Ignore 25 damage from creatures with 1/2 or less of their health. This is applied before damage reduction or energy resistance.

 

Barbara

Cost

Evilty

Benefit

500

Passiveness

Gain a +2 bonus to damage and armor class, and you can make attacks of opportunity in a total defense stance. You can choose to sacrifice attacks of opportunity to gain a +1 bonus to armor class for every 2 attacks sacrificed. 

 

Gain the first 2 evilities of a heavy knight

 

 

Lanzarote

Cost

Evilty

Benefit

500

Vocal Mind Control

All allies within 40 feet gain a +1 bonus to attack, AC, and Saving throws, and all enemies take a -1 penalty to the same things. This bonus and penalty increase by +1 and -1 for every 10 levels you possess. This stacks with it's self.

 

Gain the first 2 evilities of a Bard

 

 

Porkmeister

Cost

Evilty

Benefit

200

Loyalty

Gain a +1 bonus to attack rolls, armor class, and saving throws for every Overlord within 100 feet. This bonus increases by +1 for each overlord whom is at maximum levels in the overlord class.

 

Gain the first evility of a nether noble

 

 

Hoggmeiser

Cost

Evilty

Benefit

500

Greed

If you possess a lot of money, you gain more power. For every 100,000 hl you have on your person, you gain a +1 bonus to attack rolls and armor class. (Max +15)

 

Gain the first evility of a nether noble

 

 

Virunga

Cost

Evilty

Benefit

300

Limitless Love

All angels within 100 feet gain the effects of the Lovely Song Evility of a Bard when around you.

 

Gain the first evility of a Celestial Host

 

 

Garungun

Cost

Evilty

Benefit

600

Fabricated Setting

When under 25% hit points, you heal 150 hit points and gain a +4 bonus on all ability scores until the end of the encounter. This happens at the end of a round. If any other ability would heal you beyond 25% hitpoints, this effect does not activate. 

 

Gain the first 2 evilities of a Golem

 

 

Grosso

Cost

Evilty

Benefit

300

Shut-in-Officer

As long as you don't move, allies within 30 feet gain a +1 bonus to attack rolls, armor class, saving throws, and skill checks. This bonus increases by +1 for every 4 levels you possess.

 

Gain the first 2 evilities of a Gargoyle.

 

 

Rainier

Cost

Evilty

Benefit

600

Artifact Collector

Allies gain a +4 bonus to all ability scores if every item slot is full on you.

 

Gain the first 2 evilities of a Sea Angel

 

 

Xenolith

Cost

Evilty

Benefit

1000

The Artifact

Attackers of this unit take damage equal to 1/10 their maximum HP. This effects the same target only once a per round. This can be activated as a free action, even on an enemy's turn, however it can only be activated once per day for every 10 levels you possess (Max 3/day). It lasts until the moment you had activated it on the following round. 

1000

Artifact Gone Wild

Gain a +1 bonus to any ability score for every 5 feet an enemy moves towards you (Max +10 in all ability scores and only up to +10 from a single unit). This bonus lasts for as long as the creature stays that distance. You lose the bonuses for every 5 feet they move away from you. This ability can be used once per day and lasts for the duration of an encounter.

 

Alexander

Cost

Evilty

Benefit

800

God of Destruction

Deal a number of damage equal to your strength modifier to 1d10 enemies at the end of your turn. This damage bypasses Damage Reduction.

 

Gain the first 2 evilities of a Barbarian

 

 

Metallia

Cost

Evilty

Benefit

800

Witch Power

Maximize damage dealt by spells if only effecting a single target

 700

Swamp Witch

Once per encounter, when taking damage you can expend all but 1 of each of your spell slots and technique slots, and stay alive.

 

700

Mental Pain

When effecting a creature with a mind effecting spell, you deal 2 damage to each of their mental ability scores as well and they also lose a single spell slot of any level you choose.

 

200

Absolute ruler

All allies with the monster subtype within 100 feet gain the Advanced creature template.

 

500

Mana Burner

Gain a +10 bonus to attack and damage rolls as well as a +4 bonus to all spell save DC's, however whenever you take damage, you also lose an amount of mana equal to 1/4th of the damage dealt. (This is taken away before applying damage reduction or energy resistance.)

 

Eclair

Cost

Evilty

Benefit

400

Defensive Formation

When in a total defense stance, adjacent allies gain your defense bonus as well.

 

Gain the first 2 evilities of a female fighter

 

 

Plume

Cost

Evilty

Benefit

700

Brave Battle Princess

As a move action, All allies within 60 feet gain the Advanced creature template this template lasts for 1 round for every enemy you slay in an encounter.

 

Gain the first 2 evilities of a Lady Samurai

 

Killia

Cost

Evility

Benefit

200

War Demon

Gain a +2 bonus to attack rolls for every attack you make in an encounter. (Max +20). This resets at the end of combat.

300

Destructive Power

When your revenge pool is filled and you are in revenge mode, you gain a +8 bonus to attack and damage rolls as well as +2 hit points per hit dice. These last for the duration of your revenge or Overload.

400

Close Combatant

Decrease damage taken by adjacent creatures by 5. This increases by 5 for every 10 levels you possess (Max 15). This applies before damage reduction.

400

Muscle Increase

Gain a bonus to strength equal to 1/2 of your overall character level.

300

Fatal Hit

Increase your critical hit range by 1.

300

Bolster Spirit

All allies within 100 feet with the revengeance feat always have 1 point in their revenge pool.

300

Reliable Ally

When performing a team attack, or flanking you deal an additional amount of damage equal to your character level.

Seraphina

Cost

Evility

Benefit

300

Queen's Temper

Add your dexterity modifier to all damage dealt to male enemies.

300

Unrequited Love

Select a single ally when you gain this evility. So long as that person is within 100 feet, you gain a +4 bonus to all d20 rolls and damage rolls.

400

Search coin

Whenever you end an encounter, gain an amount of hl equal to 10 times your level. This multiplier increases by 5 for every 4 levels you possess.

400

Dynamic Visual

Gain a bonus to Dexterity equal to 1/2 of your overall character level.

400

Dream Invitation

Adjacent enemies whom are male take a -6 penalty to saving throws vs. Mind effecting effects. In addition, you gain a bonus to diplomacy checks towards them equal to 1/2 of your level.

300

Reverse Harem

Gain a +1 bonus to attack rolls, damage rolls, and saving throws for every male within 200 feet.

400

Life and Death

Deal additional damage equal to your dexterity modifier whenever you damage an enemy whom is currently under the effects of a mind effecting ability.

Red Magnus

Cost

Evility

Benefit

200

Super Crush

When making a normal attack (Not a technique, or spell), your enemy takes a -5 penalty to their damage reduction. This is reduced further by -5 for every 5 levels you possess.

300

Heart of a Leader

Gain a +1 bonus to all d20 rolls for every ally within 30 feet (Max +15). If you possess a cohort or underling of some sort, they gant a +2 bonus instead.

300

Muscle Power

When attacking normally (Not a technique or spell), You gain a bonus to damage equal to your constitution modifier.

400

Iron Body

Gain DR /- equal to 1/2 of your total character level.

500

Abandon Knowledge

Gain a +12 bonus to Strength, however you take a -12 penalty to Intelligence and Wisdom. This cannot be equipped if it would drop your intelligence below 3.

500

One Hit Victory

If you defeat an enemy who had full hit points in a single round, you gain a +3 bonus to all attack rolls and armor class to a maximum of (+18). This resets at the end of every encounter.

500

Battle Mania

Gain a +1 bonus to all ability scores for every enemy within 30 feet of you. (Max +16).

Christo

Cost

Evility

Benefit

300

Tactician

Adjacent allies gain a +4 bonus to attack rolls and a 25% miss chance against incoming attacks.

300

Superlative Ally

Adjacent allies gain a bonus to all damage rolls equal to your Wisdom modifier.

400

Cool and Calm

So long as you do not move within the round, you gain a +6 bonus to your intelligence, wisdom, and charisma scores.

400

Fountain of Facts

Gain a bonus to Intelligence, or Charisma (Selected when purchasing this evility) equal to 1/2 of your overall character level.

300

Eye for Discovery

Gain a bonus to perception checks equal to your character level.

500

Battle of Wits

Add your wisdom modifier to armor class instead of dexterity.

400

Analyzer

If you have previously taken damage from a technique or spell while in a certain terrain (Urban, jungle, tundra ect...) You gain a +6 bonus to armor class, and saving throws against future uses of that spell or technique.

Usalia

Cost

Evility

Benefit

300

Anti-Bully Aura

Decrease damage taken by you and your adjacent allies by 5. This increases by 5 for every 2 allies that are adjacent to you. (Max 25).

400

Precious People

Gain a +4 bonus to attack and damage rolls for every adjacent ally.

300

I Love Curry

After consuming curry, you gain a +8 bonus to attack and damage rolls for 3 rounds. This does not stack with it's self.

400

Mystic Protection

Gain a bonus to Wisdom equal to 1/2 of your overall character level.

400

Status guard

Ability scores cannot drop below 8 when taking ability damage or drain.

400

Death Resistance

Allies within 60 feet are immune to death spells and instant death effects.

400

Bunny Ear Radar

Gain a 50% miss chance from all attacks.

Zeroken

Cost

Evility

Benefit

400

Flowing Water

Gain a miss chance of 10%. This increases by 5% for every enemy within 30 feet to a maximum of 90%.

300

Underdog Bravery

When dealing damage to an enemy whom has a higher level than you, you increase your damage by an amount equal to your character level.

400

Retreat Technique

When moving after you've made an attack, your move speed increases by 60 feet.

500

Reflexes

Increase your move speed by 5 feet for every 2 levels you possess.

400

Ambition

If you have participated in a battle, all allies within the battle gain an additional amount of exp equal to 10x the encounter's CR.

500

Sonic Charge

Increase your critical rate by 1 for every 30 feet you've moved in a round (Minimum of 10-20).

500

Kamikaze

If the enemy has a higher move speed than you, your critical hit damage increases by an amount equal to 1 and 1/2 your character level. This amount is not multiplied on a critical hit.

Majorita

Cost

Evility

Benefit

400

Queen of Coffins

Gain a +2 bonus to attack and damage rolls for every enemy you've defeated within an encounter (Max +16). This resets at the end of every encounter.

400

Evil Spirit

Decrease effects of enemy healing magic and effects such as fast healing and regeneration by 50%. This applies to all enemies within 60 feet.

400

Mental Discipline

Gain 1 additional spell slot of every spell level you can perform.

300

Malicious Reflect

When you take damage, you deal damage equal to your charisma modifier back to the enemy who attacked you. This bypasses damage reduction.

500

Curse Reversal

When effected by a status ailment, your enemy must also make the same saving throw or be effected by the status effect as well. If the effect they used has no saving throw, neither does the reflected effect. This only comes into play if you are effected by the status ailment, and does nothing if you are unaffected by it.

600

Lich Deimos

Once per day, if you are defeated, you can recover at full health (Though anything else is expended).

Void

Cost

Evility

Benefit

300

Swift Strategy

Gain 4 points in your revenge pool at the beginning of every combat.

400

Magic Enhancement

Increase all ability scores by an amount equal to 1/2 of your level.

400

Violence

Increase your ability scores by an amount equal to your ability score modifiers, however you only gain 50% exp from any encounter.

400

Death Glare

Adjacent enemies must make a will save DC: 10+ 1/2 character level+ Charisma modifier at the end of your turn or they will be staggered for 1 round.

300

Loner Power

When all allies are unconscious, dead, or defeated, or if you have entered a battle without any allies, your ability scores all increase by a number equal to 1/2 your level until the end of the encounter or until your allies are recovered, whichever comes first.

500

Plunder Power

When defeating an enemy, gain a +2 bonus to whatever ability score was their best (Max +10). This lasts for an entire day or until the evility is unequipped.

Goldion

Cost

Evility

Benefit

700

Fighting Aura

The movement of enemy units within 30 feet becomes 5 feet.

500

Mastered Fist

While fighting unarmed, gain resistance 5 to all damage from weapons. This increases by 5 for every 5 levels you possess (Maximum of 25).

600

Breath of Life

Gain extra hit points equal to 1/2 your constitution modifier (Or charisma if undead) times your character level.

400

Immovable Fist

If you have not moved in this round, you gain a +6 to attack and damage rolls. This increases by +2 for every 5 levels you possess.

500

Heavy Armor

Gain a bonus to armor class equal to your constitution modifier, however your movement is decreased by 1/2 and you cannot benefit from Evasion, Improved Evasion, Improved Uncanny dodge, or Uncanny dodge while this is equipped.

300

Pressure

At the beginning of your turn, enemies within 30 feet take a -2 penalty to their current revenge gauge.

 

 

Pringer X

Cost

Evilty

Benefit

1000

Pringer Protection

The first attack in a round deals 0 damage. This can be used once per day, and an additional time per day for every 6 levels you possess.

1400

Pringer X Heavy Stance

You cannot be moved from your location by a technique, spell, or ability against your will. In addition, select a three combat maneuvers, you are immune to those combat maneuverw while this is equipped. This can be purchased multiple times, selecting a different combat maneuver each time. 

 

Tyrant Baal

Cost

Evilty

Benefit

99999

T.O. Analyze

Take 0 damage from attacks previously taken. Gain +1 strength and con.

99999

T.O. Force

As soon as an encounter begins, before any unit can make a move, gain a free attack against every unit. Even those invisible, on another plane, or otherwise undetectable.

99999

T.O. Pandemic

At the end of every round, all enemies are panicked, nauseated, staggered, stunned, paralyzed, asleep, depraved, silenced, and poisoned (-10%HP every round no save)

99999

T.O. Illusion

50% chance to evade all attacks regardless of miss chance immunity.

99999

T.O. Legion

At the end of every turn Enemies, and then yours, you summon a Baal Clone to fight until the end of the encounter.

400

Basic Principals

Area effects will not harm allies.

99999

T.O. Disaster

All enemies take normal attack damage at the end of the round.

99999

T.O. Despair

No escape, enemies cannot leave. Heal 20% max hp every round and gain techniques per day back as if fully rested.

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