Difference between revisions of "Fate Sphere/Data"
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|Body=You may spend a spell point to reduce the target’s ability to deal lethal damage. The target is allowed a Will save, and on a failure, deals nonlethal damage with all of its weapon attacks for 1 round per caster level. Damage taken by creatures or objects that are not subject to nonlethal damage is not converted to nonlethal and remains lethal damage.}} | |Body=You may spend a spell point to reduce the target’s ability to deal lethal damage. The target is allowed a Will save, and on a failure, deals nonlethal damage with all of its weapon attacks for 1 round per caster level. Damage taken by creatures or objects that are not subject to nonlethal damage is not converted to nonlethal and remains lethal damage.}} | ||
− | == N == | + | == N-Q == |
+ | {{Talent|Name=Open | ||
+ | |Header=Word, Effect | ||
+ | |Cat=Word | ||
+ | |Body=Rather than targeting creatures, this word targets doors, chests, and other objects that can open or close. | ||
+ | |||
+ | You may spend a spell point to open a door or container, as if you were making a Disable Device check to unlock it or, if the opening is stuck and no lock is present, a Strength check to force it open. Make a magic skill check with a +10 bonus against the lock’s Disable Device DC or the door’s Stuck DC. If the check is successful, the portal unlocks and opens. | ||
+ | |||
+ | This word may open doors, chests, shackles, and chains, and any other type of fastening. It cannot, however, raise a barred gate, lift a portcullis, or otherwise provide force in and of itself.}} | ||
+ | |||
+ | {{Talent|Name=Pain | ||
+ | |Header=Word, Curse | ||
+ | |Cat=Word | ||
+ | |Body=The target suffers debilitating pain. | ||
+ | |||
+ | The target suffers 1d4 + 1/2 your caster level in nonlethal damage (no save). You may spend a spell point to cause this target to suffer this damage each round for a total number of rounds equal to your caster level. | ||
+ | |||
+ | For 1 round (or as long as this word is in effect) the target suffers a -4 penalty to all mental skill checks (such as Bluff, Spellcraft, Sense Motive, or Survival), and must pass a magic skill check (DC 10 + 1/2 the damage dealt + 1/2 the caster level) to use a sphere effect or spell.}} | ||
+ | |||
== R == | == R == | ||
== T == | == T == |
Revision as of 17:47, 23 November 2019
Contents
Base Talents
A-C
Bless
(Word)
Close
(Word)
You may spend a spell point and speak a word that magically holds shut a door, gate, chest, window, or shutter of wood, metal, or stone. The portal closes and, if a lock is present, becomes locked. The DC to open the lock or force open the portal both increase by 10. Once the opening or portal has been forced or picked open, this effect ends.
Curse
(Word)
You must use this word before the roll in question is made.
D-F
Divine Force
(Consecration)
- blind 1 round
- deaf 2d4 rounds
- staggered 1d4 round
- sickened 1d4 round
- dazed 1 round
- shaken 1d4 round
As this power is cosmic in origin, it can affect undead, even though undead are usually immune to some of these conditions.
Echoing Word
When using a word, you may spend an additional spell point to affect additional creatures, up to 1 extra creature per 2 caster levels (minimum: 1). Every target must be affected by the same word.
Freedom
(Word)
The target may move and attack normally, even when under the influence of magic and effects that would otherwise impede movement. This includes paralysis, slow effects, entanglement, etc. All combat maneuver checks made to grapple the target automatically fail, and the subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin. The subject may even move and attack normally while underwater, provided that the weapon is wielded in the hand rather than hurled. This does not, however, grant waterbreathing.
G-H
Greater Consecration
You may spend an additional spell point when using a consecration to double the effected area, creating an aura with a 40 ft radius instead of a 20 ft radius.
Greater Serendipity
When you use your serendipity consecration, in addition to bestowing a luck bonus upon your allies, all enemies within the area of effect also suffer a -1 penalty to their own attack rolls, skill checks, ability checks, and saving throws.
Harm
(Word)
I
J-L
Judgement
(Consecration)
Example judgements include “No one can attack”, “everyone must trade fairly”, etc. If your judgement would cause a creature to attack itself or perform another obviously suicidal action, they are immune to that judgement.
For as long as you maintain this consecration, all creatures within this area must obey this judgement. Each individual creature is allowed a Will save to negate this requirement and allow itself to act normally. If a creature succeeds at their saving throw, they become immune to that judgement for the rest of its duration.
You must always follow your own judgement.
You must concentrate to maintain this consecration, to maximum of 1 minute per caster level. You may always spend a spell point as a free action to allow this consecration to continue for 1 minute per caster level without concentration.
M
Mercy
(Word)
N-Q
Open
(Word)
You may spend a spell point to open a door or container, as if you were making a Disable Device check to unlock it or, if the opening is stuck and no lock is present, a Strength check to force it open. Make a magic skill check with a +10 bonus against the lock’s Disable Device DC or the door’s Stuck DC. If the check is successful, the portal unlocks and opens.
This word may open doors, chests, shackles, and chains, and any other type of fastening. It cannot, however, raise a barred gate, lift a portcullis, or otherwise provide force in and of itself.
Pain
(Word)
The target suffers 1d4 + 1/2 your caster level in nonlethal damage (no save). You may spend a spell point to cause this target to suffer this damage each round for a total number of rounds equal to your caster level.
For 1 round (or as long as this word is in effect) the target suffers a -4 penalty to all mental skill checks (such as Bluff, Spellcraft, Sense Motive, or Survival), and must pass a magic skill check (DC 10 + 1/2 the damage dealt + 1/2 the caster level) to use a sphere effect or spell.