Wednesday, May 23, 2012

Spells


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.

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