Spells
Energy types and (elemental) spells:
Elemental spells and other effects
do fire, acid, cold, electrical, holy or unholy damage. These supersede the SAGA
"energy" damage type.
When a caster chooses a spell with the
Elemental descriptor they must specify an energy type. That spell may only use
that energy type. The caster may use another known spell to learn the spell
with a different energy type.
Holy
and Unholy damage only effect evil and good creatures, respectively. Undead
and Fiends are always considered evil for the purposes of holy damage.
Celestial and Fey are always good for the purposes of unholy damage.
Divine spells are
listed in blue, while Arcane spells are listed in red. Spells that may be either arcane
or divine are listed in purple.
Blast
(Elemental)
Standard Action, All other creatures in a
blast centered on you.
Spellcasting or Devotion check. The check result determines the area and damage of
the Blast. If the check result does not exceed a target's Ref defense they only
take half damage and suffer no additional effects.
DC15: 1 square radius, 2d6 damage
DC20: 2 square radius, 4d6
damage
DC25: 3 square radius, 6d6
damage. All target is pushed 1 square away from the center of the blast.
DC30: 4 Square radius, 8d6
damage. All target is pushed 2 squares away from the center of the blast and
knocked prone.
Action point: Increase the radius of the blast by 1 and the
damage by 2d6.
Divine: You
may only choose Holy or Unholy damage as the energy type when you select the
Blast power with the Divine Gift feat.
Bless
Standard action. You and all allies within
6 squares.
Devotion check. The result of the check determines the effect.
DC15: All targets gain a +1 divine bonus to
attack rolls as long as are within 6 squares of the caster.
DC20: As above, except
targets also gain a +1 bonus to will defense against fear and mind-affecting
spells.
DC25: +2 to attacks, +2 vs.
fear and mind-affecting.
DC30: +2 to attacks, +4 vs.
fear and mind-affecting.
Concentration:
Swift action. Allies must be within
6 squares to benefit.
Blindness/Deafness
Standard action. One enemy within 6
squares.
Devotion check. If the result of the check exceeds the target's
Fort defense you may choose one effect. The effect lasts until the beginning of
your next turn.
Blindness: The target
is flat footed and treats all targets as having total concealment.
Deafness: The target
is flat-footed and takes a -5 on all Perception, Stealth and Spellcasting
checks.
Action point:
Plot
Point: The effect is permanent
and may only be removed by the caster or a Cleric using the Remove Curse spell.
Boost
Move action. You or one adjacent ally.
Devotion check. Choose one ability score. The target gets a
divine bonus based on the result to all rolls and any defense based off of that
score. This bonus lasts until the beginning of your next turn.
DC15: +1
DC20: +2
DC25: +3
DC30: +4
Concentration:
Move action. You may maintain
concentration on an ally as long as they remain within line of sight.
Action
point: Increase the bonus by 1.
Charm
Standard. One creature within 6 squares that
can see, hear and understand you.
Spellcasting check. The effect is determined by how much the check
exceeds the target's will defense.
Will: The target's attitude improves by one
step and the target may not attack you or your allies until the beginning of
your next turn.
Will+5: The target's attitude
improves by 2 steps and you may direct the target's next swift action.
Will+10: The target's
attitude improves by 3 steps and you may direct the target's next swift and
move actions.
Will+15: The target's
attitude improves by 4 steps and you may direct the target's next turn.
The attitude improvement
lasts until you or one of your allies attacks the target or one of its allies.
When the improvement wears off the target will realize it has been charmed and
will step down one attitude from it's normal state.
Action
Point: Improve the target's attitude by one step
Plot Point: The effect
is permanent and can only be removed by a Dispel spell.
(Remove)
Curse
Standard. One creature within 6 squares.
Spellcasting or Devotion check. If the result exceeds the target's will defense
the target suffers an effect chosen by the caster. The possible effects are
determined by how much the target’s will defense is exceeded by.
Target's Will: Target suffers a -2 to all
rolls and defenses.
Will+5: The target suffers a
-5 penalty on all rolls based on an ability score of your choice.
Will+10: The target has a 50%
chance to lose any action it attempts, immediately ending the action.
Will+15: The target is
transformed into a Tiny Animal. It retains it's mental ability scores and hit
points, but drops all carried items.
Concentration:
Move Action
Divine: When used as a Divine power you Curse may end a
Curse effect by making a Devotion check opposing the Spellcasting or Devotion
check used to inflict the curse. This use of Curse does not expend the spell.
Action
Point: The effect lasts until
the end of the encounter without concentration.
Plot
Point: The effect is permanent
and may only be ended by a Divine Remove Curse.
Dispel
Standard Action. One ongoing spell.
Spellcasting or Devotion check. If your result exceeds the Spellcasting or
Devotion result used for the targeted spell or ritual it is immediately ended.
Energy
Resistance
Standard action. You and up to four
adjacent allies.
Devotion Check. Choose one energy type. The result of the check
determines the effect.
DC15: The targets gain DR 5 against the
chosen energy type until the beginning of your next turn.
DC20: The targets gain DR 10
against the chosen energy type until the beginning of your next turn.
DC25: The targets gain DR 15
against the chosen energy type until the beginning of your next turn.
DC30: The targets gain DR 20
against the chosen energy type until the beginning of your next turn.
Concentration:
Swift action
Action
Point: You may spend an action
point to use this spell as a reaction.
Etherealness
Move action. Personal.
Spellcasting Check. The result of the check determines the effect of
the spell.
DC15: You gain a phasing speed of 3
squares. While phasing you may ignore all characters and terrain, but must end
your move in an unoccupied square. This effect lasts until the beginning of
your next turn.
DC20: As above, except that
your phasing speed is 4 squares.
DC25: Phasing speed 5.
DC30: Phasing speed 6.
Action Point: Increase you phasing speed by 2 squares.
Concentration: Move action. Whenever you maintain the etherealness power you may move
at your phasing speed.
(Remove)
Fear
Standard. A number of creatures within 12
squares.
Spellcasting or Devotion check. If the result exceeds the target's Will defense it
flees from you in terror for 1 minute. The check result also determines the
number of creatures effected.
DC15: One creature
DC20: Two creatures
DC25: Three creatures
DC30: Four creatures
This spell has no effect on
targets of equal or higher level than the caster.
Cleric: Clerics may end a Fear effect
by making a Devotion check as a standard action opposing the Spellcasting or Devotion check used to
inflict the fear. This use of Fear does not expend the spell.
Action
Point: The target take a -2
penalty on all attacks and skill checks until the end of the encounter.
Guided
Strike
Swift action. You or one adjacent ally.
Devotion check. The result of the check determines the effect.
DC15: +1 divine bonus on your next attack
roll and deal an additional 1d6 points damage if the attack hits.
DC20: As above, except the
bonus damage increases to 2d6.
DC25: +2 to attack, +3d6 damage
DC30: +2 to attack, +4d6
damage
Action
point: Gain a +1 to attack or
an additional +1d6 damage
Heal
Standard Action. You or one adjacent ally.
Devotion check. The result of the check determines the effect.
The target gains a number of hit points equal to 1/2 of the Devotion check result.
Action Point: You may target one additional adjacent ally.
Invisibility
Standard Action. Personal.
Spellcasting Check. The result of the check determines the effect, if
any.
DC15: You are considered to have total
concealment against all targets until the beginning of your next turn.
DC20: As above, plus you
receive a +2 magic bonus to Stealth checks.
DC25: As DC15, plus a +4
magic bonus to Stealth checks.
DC30: As DC15, plus a +6
magic bonus to Stealth checks.
Concentration:
You can maintain Invisibility as a
standard action but you must make a new Spellcasting check each round.
Action
point: Increase your bonus to
stealth checks by 5.
Obscure
Standard. A blast radius within 6 squares.
Spellcasting check. The spellcasting check determines the effect of
the spell.
DC15: 2 square radius grants concealment
DC20: 3 square radius grants
concealment
DC25: 3 square radius grants
total concealment
DC30: 4 square radius grants
total concealment
Action
Point: The concealment granted
by this spell cannot be ignored by dark or low-light vision.
Ray
(Elemental)
Standard. One creature within 12 squares.
Spellcasting or Devotion Check. Make
a ranged attack. If the attack
hits the check determines the effect of the Ray.
DC15: 2d6 damage
DC20: 2d6 Damage, -1 CT
DC25: 4d6 damage, -1 CT
DC30: 4d6 damage, -2 CT
Action
Point: +2d6 damage or -1 CT
Divine: When chosen using the Divine Gift power you may
only choose Holy or Unholy damage as the energy type for the Ray power.
Special:
Weapon-like. Feats that apply to
ranged attacks also apply to rays. You may specify (ray) for feats that require
you to specify a weapon.
Revive
Standard action. You or one adjacent ally.
Devotion check. The result of the check determines the effect.
DC15: The target moves +1 CT
DC20: The target moves +2 CT
or you may remove one persistent condition.
DC25: The target moves +3 CT
or you may remove two persistent condition .
DC30: The target moves +4 CT or
you may remove two persistent conditions or you can make a character who has
died during this encounter unconscious instead.
Action
Point: Move the target an additional +1 CT or remove one persistent
condition.
Shield
(Other)
Reaction, Personal
Spellcasting or Devotion check.
DC15: You gain SR 5 until the beginning of
your next turn
DC20: You gain SR 10 until
the beginning of your next turn
DC25: You gain SR 15 until
the beginning of your next turn
DC30: You gain SR 20 until
the beginning of your next turn
Concentration:
Move Action. If your shield rating
is depleted the effect ends.
Action
Point: Increase the SR by 5.
Cleric: Clerics may use Shield on an adjacent ally and may
maintain the power as long as the ally remains within line of sight.
Sleep
Standard Action, One Creature within 12
squares
Spellcasting Check. If the result exceeds the target's will defense
the target moves -1 CT. For every 5 points by which you exceed the target's
will defense the target moves an additional -1 CT.
Action Point: Move
the target an additional -1 CT.
Plot Point: If the
target is reduced to 0 on the CT this effect is permanent and may only be
removed by the caster or Cleric using the Remove Curse spell.
Summon
Standard Action, Summons a creature within
6 squares.
Spellcasting Check. The result of the check determines the effect of
the spell. The beast remains in play until he beginning of your next turn.
DC15: Summons a small beast with a CL equal
or less than 1/2 your character level, minimum 1.
DC20: Summons a medium beast
with a CL equal or less than 1/2 your character level, minimum 1.
DC25: Summons a large beast
with a CL or less than 1/2 your character level, minimum 1.
DC30: Summons a huge beast
with a CL equal or less than 1/2 your character level, minimum 1.
The beast is under your
control and counts as an ally to your party. You may use your actions to give
the beast equivalent actions. You may only Summon one creature at a time.
Concentration:
Standard action.
Action
Point: The CL of the beast you
summon can be +2 higher than normal.
Telekinesis
Standard Action, One Character or object
within 10 squares
Spellcasting Check. The result of the check determines the maximum
size of the target you can lift.
DC15: Move Medium object (2d6)
DC20: Move Large object (4d6)
DC25: Move Huge object (6d6)
DC30: Move Gargantuan object
(8d6)
DC35: Move Colossal object
(10d6)
If the target is a creature that resists your attempt your Spellcasting
check must also exceed their Will defense. You can hurl the target at another
target in range if you Spellcasting check exceeds the second target's Ref.
Defense. Both targets take damage determined by you Spellcasting result.
Concentration:
Standard Action, but the effect ends once you use it to do damage.
Action Point: Increase
the maximum size category by one and the damage by 2d6.
Wall
Standard Action, 12 squares
Spellcasting Check. The result of the check determines the number of
continuous squares of low objects the caster may place on the map. These
squares remain in place until the end of the encounter.
DC15: 3 Squares of low objects
DC20: 4 Squares
DC25: 5 Squares
DC30: 6 Squares
Action
Point: You may choose to make
any number of the squares blocking terrain.