Wednesday, September 5, 2012

Star Wars: Force Powers, Abjuration (6th Circle)

Antilife Shell
Abjuration Difficulty: Very Difficult (30)
Time to use: 1 round
Prerequisite: Any 6 Abjuration spells
This power can be kept 'up'
Effect: You bring into being a mobile, hemispherical energy field 3 meters in radius centered on you that prevents the entrance of most types of living creatures.

It does not affect constructs, elementals, outsiders, or undead.

This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.
Antimagic Field
Abjuration Difficulty: Very Difficult (30)
Time to use: 1 action
Prerequisite: Any 6 Abjuration spells
Effect: An invisible barrier, 3 meters in radius, surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration.

Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make an Abjuration check against the creature’s spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)

A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field, though Mage's Disjunction might.

Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this.

Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.
Forbiddance
Abjuration Difficulty: Very Difficult (30), modified by proximity
Time to use: 6 rounds
Prerequisite: Any 6 Abjuration spells
Effect: Forbiddance seals an area (18 meter cube per die in Abjuration) against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.

In addition, it damages entering creatures whose have more or less Dark Side points than you. A creature inside the area when the spell is cast takes no damage unless it exits the area and attempts to reenter, at which time it is affected as normal.

The Creature has 1 more or 1 less Dark Side point: The creature takes 6d damage. A successful Willpower roll against your Abjuration roll halves the damage, and spell resistance applies.

The Difference between the number of Dark Side points is 2 or more: The creature takes 12d damage. A successful Willpower check halves the damage, and spell resistance applies.

At your option, the abjuration can include a password, in which case creatures with different number of Dark Side points can avoid the damage by speaking the password as they enter the area. You must select this option (and the password) at the time of casting.

Dispel magic does not dispel a forbiddance effect unless the dispeller’s Abjuration skill  is at least as high as yours.

You can’t have multiple overlapping forbiddance effects. In such a case, the more recent effect stops at the boundary of the older effect.
Guards and Wards
Abjuration Difficulty: Very Difficult (30)
Time to use: 30 minutes
Prerequisite: Any 6 Abjuration spells
This power can be kept 'up'
Effect: This powerful spell is primarily used to defend your stronghold. The ward protects 60 square meters per die in Abjuration. The warded area can be as much as 6 meters high, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them; you must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area.

Fog: Fog fills all corridors, obscuring all sight, including darkvision, beyond 1 meters. A creature within 1 meter has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
Arcane Locks: All doors in the warded area are arcane locked.

Webs: Webs fill all stairs from top to bottom. These strands are identical with those created by the web spell, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts. 

Confusion: Where there are choices in direction—such as a corridor intersection or side passage—a minor confusion-type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. This is an enchantment, mind-affecting effect. A creature may roll spell resistance to ignore this effect. 

Lost Doors: One door per die in Abjuration is covered by a silent image to appear as if it were a plain wall. A creature may roll Willpower against your Abjuration to detect the door.

In addition, you can place your choice of one of the following five magical effects.

1. Dancing lights in four corridors. You can designate a simple program that causes the lights to repeat as long as the guards and wards spell lasts.

2. A magic mouth in two places.

3. A stinking cloud in two places. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while the guards and wards spell lasts.

4. A gust of wind in one corridor or room. A character can make a Stamina check against your Abjuration roll to ignore the effects

5. A suggestion in one place. You select an area of up to 5 feet square, and any creature who enters or passes through the area receives the suggestion mentally. The creature may make a Willpower check against your Abjuration roll to ignore the effect.

The whole warded area radiates strong magic of the abjuration school. A dispel magic cast on a specific effect, if successful, removes only that effect. A successful Mage’s disjunction destroys the entire guards and wards effect.
Repulsion
Abjuration Difficulty: Very Difficult (30)
Time to use: 1 action
Prerequisite: Any 6 Abjuration spells
This power can be kept 'up'
Effect: An invisible, mobile field (up to 3 meters in radius per die in Abjuration) surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your skill allows). Any creature within or entering the field must attempt a Willpower check against your Abjuration roll. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures’ actions are not otherwise restricted.

They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. (The creature is not forced back.) The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell’s area.

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