Wednesday, August 8, 2012

Star Wars: Force Powers, Abjuration (2nd Circle)

Arcane Lock
Abjuration Difficulty: Easy (10)
Time to Use: 1 action
Prerequisite: Any 2 Abjuration spells
Effect: An arcane lock spell cast upon a touched door, chest, or portal (no larger than 9 square meters per die in Abjuration) magically locks it. You can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal Difficulty to break open a door or portal affected by this spell. (A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.)

Obscure Object
Abjuration Difficulty: Easy (10)
Time to Use: 1 action
Prerequisite: Any 2 Abjuration spells
Effect: This spell hides a touched object (up to 45 kg per die in Abjuration) from location by divination (scrying) effects, such as the scrying spell, for 8 hours. Such an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person). A person attempting to scry the object may make a Willpower check against the Abjuration roll to perceive the object. 

Protection from Arrows
Abjuration Difficulty: Easy (10), modified by relationship. 
Time to Use: 1 action
Prerequisite: Any 2 Abjuration spells
Effect: You can ward a touched creature. The warded creature gains resistance to ranged weapons. The subject gains ignores the first 10 points of damage from against ranged weapons. Once the spell has prevented a total of 10 points of damage per die in Abjuration, it is discharged.

Resist Energy
Abjuration Difficulty: Easy (10), modified by relationship
Time to Use: 1 action
Prerequisite: Any 2 Abjuration spells
This power can be kept 'up'
Effect: This abjuration grants a touched creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject ignores the first 10 points of damage from the energy type chosen. The value of the energy resistance granted increases to 20 points at 7d in Abjuration and to a maximum of 30 points at 11d in Abjuration. The spell protects the recipient’s equipment as well.

Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.

Note: Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.

Shield Other
Abjuration Difficulty: Easy (10), modified by proximity and relationship
Time to Use: 1 action
Prerequisite: Any 2 Abjuration spells
This power can be kept 'up'
Effect: This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 armor bonus and a +1 bonus on Willpower, Stamina, and Dodge checks. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve damage, such as charm effects, temporary attribute reduction, and death effects, are not affected. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.

Undetectable Alignment
Abjuration Difficulty: Easy (10) or the subjects Willpower roll, modified by proximity and relationship
Time to Use: 1 action
Prerequisite: Any 2 Abjuration spells
Effect: An undetectable alignment spell conceals the Dark Side/Light Side nature of an object or a creature from all forms of divination for 24 hours. This includes the presence or number of Dark Side points and Force points. 

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