Actions

Fate Sphere/Data

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Base Talents

A-C

Bless

(Word)

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.

Close

(Word)

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.

Curse

(Word)

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.

D-F

Divine Force

(Consecration)

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):

  1. blind 1 round
  2. deaf 2d4 rounds
  3. staggered 1d4 round
  4. sickened 1d4 round
  5. dazed 1 round
  6. 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)

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.

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)

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.

I

J-L

Judgement

(Consecration)

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 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.

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Advanced Talents

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