Wednesday, August 22, 2012

Star Wars: Force Powers, Abjuration (4th circle)

Antiplant Shell
Abjuration Difficulty: Difficult (20)
Time to use: 1 action
Prerequisite: Any 4 Abjuration spells
This power can be kept 'up'
Effect: The antiplant shell spell creates an invisible, mobile barrier (3 meter radius, centered on you) that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field.

Dimensional Anchor
Abjuration Difficulty: Difficult (20), modified by proximity
Time to use: 1 action
Prerequisite: Any 4 Abjuration spells
This power can be kept 'up'
Effect: A green ray springs from your outstretched hand. You must make a ranged attack (thrown weapons) to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.

A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.

Fire Trap
Abjuration Difficulty: Difficult (20)
Time to use: 10 minutes
Prerequisite: Any 4 Abjuration spells
Effect: You touch an object and Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap can ward any object that can be opened and closed.

When casting fire trap, you select a point on the object as the spell’s center. When someone other than you opens the object, a fiery explosion fills the area within a 1.5 meter radius around the spell’s center. The flames deal your Abjuration dice in fire damage. The item protected by the trap is not harmed by this explosion.

A fire trapped item cannot have a second closure or warding spell placed on it.

A knock spell does not bypass a fire trap. An unsuccessful dispel magic spell does not detonate the spell.

Underwater, this ward deals half damage and creates a large cloud of steam.

You can use the fire trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire trapped object to an individual usually involves setting a password that you can share with friends.

Note: Magic traps such as fire trap are hard to detect and disable. Detecting fire trap requires a heroic Search check and disabling it requires a heroic Security check.

Freedom of Movement
Abjuration Difficulty: Difficult (20), modified by relationship
Time to use: 1 action
Prerequisite: Any 4 Abjuration spells
This power can be kept 'up'
Effect: This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of effects that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any Brawling check made to escape a grapple attempt, as well as on and check to escape being bound.

The spell also allows the subject to move and attack normally while underwater, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.

Globe of Invulnerability
Abjuration Difficulty: Difficult (20) or Heroic (35)
Time to use: 1 action
Prerequisite: Any 4 Abjuration spells
This power can be kept 'up'
Effect: An immobile, faintly shimmering magical sphere 3 meters in radius surrounds you and excludes all spell effects of 3rd circle or lower. If you make a heroic (35) roll, the globe also excludes 4th circle spells. The area or effect of any such spells does not include the area of the globe of invulnerability. Such spells fail to affect any target located within the globe. However, any type of spell can be cast through or out of the magical globe. Spells of 5th circle and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty.

Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.
Remove Curse
Abjuration Difficulty: Difficult (20), modified by relationship
Time to use: 1 action
Prerequisite: Any 4 Abjuration spells
Effect: Remove curse instantaneously removes all curses on an object or a creature you touch. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster with enough dice in Abjuration.

Remove curse counters and dispels bestow curse.

Repel Vermin
Abjuration Difficulty: Difficult (20)
Time to use: 1 action
Prerequisite: Any 4 Abjuration spells
This power can be kept 'up'
Effect: An invisible barrier (3 meters radius centered on you) holds back vermin. A vermin can penetrate the barrier if it succeeds on a Willpower check against your Abjuration roll. Even so, crossing the barrier deals the vermin 2d damage, and pressing against the barrier causes pain, which deters most vermin.

Spell Immunity (lesser)
Abjuration Difficulty: Difficult (20) or Heroic (40), modified by relationship
Time to use: 1 action
Prerequisite: Any 4 Abjuration spells
This power can be kept 'up'
Effect: You ward a touched creature. The warded creature is immune to the effects of one specified spell for every 4 dice you have in Abjuration. The spells must be of 4th circle or lower. If you make a heroic (40) Abjuration roll, the spells can be up to 8th circle. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn’t protect a creature from spells for which spell resistance doesn’t apply. It does not protect against supernatural abilities, such as breath weapons or gaze attacks.

Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect.

A creature can have only one spell immunity in effect on it at a time.
Stoneskin
Abjuration Difficulty: Difficult (20), modified by relationship
Time to use: 1 action
Prerequisite: Any 4 Abjuration spells
This power can be kept 'up'
Effect: You ward a touched creature. The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction. Once the spell has prevented a total of 10 points of damage per die in Abjuration, it is discharged.

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