Difference between revisions of "Fate Sphere"
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== Consecration == | == Consecration == | ||
− | <div class="columns-2">As a standard action, you may affect a 20 ft radius centered on you with a consecration. This aura moves as you do. When you gain the Fate sphere, you gain the following consecration: | + | <div class="columns-2"> |
+ | As a standard action, you may affect a 20 ft radius centered on you with a consecration. This aura moves as you do. When you gain the Fate sphere, you gain the following consecration: | ||
− | '''Serendipity:''' You may bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.</div> | + | '''Serendipity:''' You may bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration. |
+ | </div> | ||
= Base Talents = | = Base Talents = |
Revision as of 09:34, 14 September 2019
Main > > Magical Spheres > Fate Sphere |
You command cosmic forces including luck, destiny, and alignment.
Word
Hallow: You may spend a spell point to hallow a target for 1 minute per caster level. The target of this word gains a +1 sacred or profane bonus (choose one) to attack rolls, AC, and saving throws. This bonus increases by 1 for every 10 caster levels possessed.
The target also gains immunity to any spell or sphere effect that possesses or exercises mental control over them (including enchantment [charm] effects and enchantment [compulsion] effects), so long as that effect originates from a creature who possesses your opposed alignment.
If the target is already under the influence of such an effect, the target is allowed to make a new saving throw against the controlling effect. Success means the effect is suppressed for the duration of this word, but resumes when this word expires. This does not expel a controlling life force (such as a ghost or projected spirit), but it does prevent them from controlling the target.Consecration
As a standard action, you may affect a 20 ft radius centered on you with a consecration. This aura moves as you do. When you gain the Fate sphere, you gain the following consecration:
Serendipity: You may bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.
Base Talents
Fate Talents (Word: Boon)
These talents grant you additional words to boost your allies.
Bless
When you or one of your allies is making an attack roll, skill check, ability score check, or saving throw, you may spend a spell point as an immediate action to allow them to make the roll twice and take the highest roll. You must use this word before the roll in question is made.
Freedom
You may spend a spell point to speak a word that frees the target from physical bondage. You must concentrate to maintain this ability, to a maximum of 1 round per caster level. You may spend an additional spell point as a free action to allow this ability to continue for 1 round per caster level without concentration.
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.
Fate Talents (Word: Curse)
These talents grant you additional words to hinder your enemies.
Curse
When an enemy within range is making an attack roll, skill check, ability score check, or saving throw, you may spend a spell point as an immediate action to force that target to make the roll twice and take the lower result.
You must use this word before the roll in question is made.
Harm
Whenever the target of this word suffers damage, they suffer an additional amount of damage equal to 1/2 your caster level (minimum: 1). This effect lasts as long as you concentrate, but you may always spend a spell point as a free action to allow this word to continue for 1 round per caster level without concentration.
Mercy
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.
Pain
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.
Truth
The target cannot speak deliberate or intentional lies (Will negates).
They are always aware of this word being placed on them and the caster always knows if the target made its saving throw. An effected target may still be evasive, refuse to answer, or word their responses carefully. This effect lasts as long as you concentrate, but you may always spend a spell point to allow the effect to endure for 1 minute per caster level without concentration.
Fate Talents (Word: Effect)
These talents grant you additional words to affect your surroundings.
Close
Rather than targeting creatures, this word targets doors, chests, windows, and other objects that can open or close.
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.
Open
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.
Fate Talents (Words Modifier)
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.
Fate Talents (Consecration)
These talents grant you additional consecrations.
Divine Force
You may fill an area with the influence of a power you are connected to. Enemies within this area suffer one of the following detriments, chosen at random (Fortitude negates):
- 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.
Judgment
You may spend a spell point to create a consecration that dictates the actions of all creatures within its area of effect. When you create this consecration, you must declare a course of action that is at most one sentence long and whether this action is to be avoided or emulated.
Example judgments include “No one can attack”, “everyone must trade fairly”, etc. If your judgment would cause a creature to attack itself or perform another obviously suicidal action, they are immune to that judgment.
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 judgment for the rest of its duration.
You must always follow your own judgment.
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.
Tug Fate
For as long as this consecration is in effect, any creature within the area who rolls a 10 on an attack roll, initiatitive roll, skill check, ability check, or saving throw receives either a +4 luck bonus or a -4 penalty to their roll (your choice).
This does not apply when the creature takes 10; only a d20 roll will do. This bonus and penalty increase by 1 per 2 caster levels. You must concentrate to maintain this consecration, but you may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.
Fate Talents (Consecrations Modifier)
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.
Advanced Talents
Fate Talents (Geas)
Geas
Prerequisite: 10th caster level or higher.
You may spend 2 spell points and 10 minutes to place a geas on a touched target with fewer hit dice than your caster level. A geas is a magical command that compels the target to carry out some service or to refrain from some action or course of activity, as declared when the geas is placed. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.
The target is allowed a Will save to negate this effect.
The geased creature must follow the given instructions until the geas is completed, no matter how long it takes. If the instructions involve some open-ended task that the recipient cannot complete through his own actions, the geas remains in effect for a maximum of 1 day per caster level. A clever recipient can subvert some instructions.
If the subject is prevented from obeying the geas for 24 hours, it takes a -2 penalty to each of its ability scores. Each day, another -2 penalty accumulates, up to a total of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas.
A geas cannot be dispelled, but it may be broken through the Break Enchantment Life talent, as well spells such as break enchantment, limited wish, remove curse, miracle, or wish. You may remove a geas that you placed on a target as a standard action.
Greater Geas
Prerequisite: Geas, 10th caster level or higher
Your geas becomes more powerful. Targets of your geas no longer gain a saving throw against the effect, and you may target any creature, not only those with fewer hit dice than your caster level.
In addition, the geas can only be broken through the Break Enchantment Life talent or the remove curse or break enchantment spells if the target’s caster level is at least two higher than yours. Limited wish, miracle, and wish may still remove a geas.
Mark of Judgment
Prerequisite: Geas, Greater Geas, 10th caster level or higher
Your geas gains a permanent duration, as well as a more immediate effect. If the target breaks the geas even once, it immediately suffers a permanent -8 penalty to all ability scores or another punishment of equal strength designated at the time of casting. This punishment may only be removed if the geas is removed, whether or not the target returns to obeying the geas.
Fate Talents (Word)
These talents grant you additional words
Atonement
Prerequisites: 10th caster level or higher.
You may act as an intermediary on behalf of your alignment. If you are connected to a deity or another source of power, you may also intercede on its behalf.
By spending 2 spell points, you may allow the target to change its alignment or make amends for indiscretions in one of the following ways:
Reverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no additional cost.
Restore Class or Magic: A paladin, cleric, druid, or any other caster whose casting tradition dictates their power comes from an aligned source may lose their powers through indiscretions or alignment changes. You may use this ability to restore that character’s class levels or magic powers. Sometimes you or the deity you represent may require the target to undertake a quest, make a sacrifice, or perform some other action to prove its desire to atone before it can have its power restored in this fashion.
Redemption/Temptation: You grant the creature the chance to instantly change its own alignment to match yours. The target may freely choose whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. Unless specified by the GM, this cannot work on outsiders or any other creature incapable of changing its alignment naturally.
Note: Normally, changing alignment is up to the player. This use of atonement offers a method for a character to change his or her alignment drastically, suddenly, and definitively.
Drawbacks
Sphere-specific drawbacks grant the target an extra magic talent in their prerequisite sphere. A creature does not gain this bonus magic talent until they gain the sphere-specific drawback’s prerequisite sphere. A sphere-specific drawback may be removed by spending a magic talent, in essence ‘paying back’ the talent gained from the drawback.
Mythogogy
You may not create word or consecration effects. You may only select (motif) talents and talents that augment (motif) effects.
You must select a (motif) talent with the bonus talent gained from this drawback.
You must already possess the Neutrality drawback to select this one.
You cannot gain this drawback if you also have the Sanctified Body or Tongue of Ages drawbacks.
Neutrality
You lack a strong connection to any alignment type. You cannot use the hallow word.
Personal Fate
You may only target yourself with your words.
Reverberations
Your (word) talents emit a susurrating voice announcing the name of the word to all creatures within 15 ft. of the target when it is used and for its duration. Their effects are suppressed in a region of magical silence.
You must select a (word) talent with the bonus talent granted by this drawback.
Sanctified Body
Your (consecration) talents affect only you, and you may not select Greater Consecration.
You cannot gain this drawback if you also have the Mythogogy or Tongue of Ages drawbacks.
Tongue of Ages
You may not create consecration or motif effects. You may only select (word) talents and talents that augment (word) effects.
You cannot gain this drawback if you also have the Sanctified Body or Mythogogy drawbacks.