Fate Sphere/Data
From Titan's Teeth
< Fate SphereContents
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)