Wednesday, September 19, 2012

Star Wars: Force Powers, Abjuration (8th circle)

Dimensional Lock
Abjuration Difficulty: Heroic (40), modified by proximity
Time to use: 1 action
Prerequisite: Any 8 Abjuration spells
This power can be kept 'up'
Effect: You create a shimmering emerald barrier (6 meters radius centered on a point in space) that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.

A dimensional lock 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, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.

Holy Aura
Abjuration Difficulty: Heroic (40), modified by relationship
Time to use: 1 action
Prerequisite: Any 8 Abjuration spells
This power can be kept 'up'
Effect: You ward up to 1 creature per die in Abjuration within a 6 meter radius centered on you. A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.

First, each warded creature gains a +1d+1 armor bonus and a +1d+1 bonus on Willpower, Stamina, and Dodge rolls. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.

Second, each warded creature gains 8d+1 spell resistance against Dark Side spells and spells cast by Dark Side creatures.

Third, the abjuration blocks possession and mental influence, just as protection from evil does.

Finally, if an Dark Side creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Stamina check against your Abjuration roll negates the effect).
Mind Blank
Abjuration Difficulty: Heroic (40), modified by proximity and relationship
Time to use: 1 action
Prerequisite: Any 8 Abjuration spells
Effect: The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts for 24 hours. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject’s mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn’t detected. Scrying attempts that are targeted specifically at the subject do not work at all.

Prismatic Wall
Abjuration Difficulty: Heroic (40)
Time to use: 1 action
Prerequisite: Any 8 Abjuration spells
This power can be kept 'up'
Effect: Prismatic wall creates a vertical, opaque wall—a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with a Stamina less than your Abjuration that is within 6 meters of the wall is blinded for 1d rounds by the colors if it looks at the wall.

The wall’s maximum proportions are 0.5 meters wide per die in Abjuration and 0.25 meters high per die in Abjuration. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.

Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.

The wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage’s disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the check must be repeated for each color present.

Prismatic wall can be made permanent with a permanency spell.

Red
Order: 1st
Effect: Stops nonmagical ranged weapons. Deals 6d+2 fire damage (Dodge check vs. Abjuration roll for half damage). 
Negated by: Cone of cold

Orange
Order: 2nd
Effect: Stops magical ranged weapons. Deals 11d+1 points of acid damage (Dodge check vs. Abjuration roll for half damage). 
Negated by: Gust of wind

Yellow
Order: 3rd
Effect: Stops poisons, gases, and petrification. Deals 22d+2 points of electricity damage (Dodge check vs. Abjuration roll for half damage). 
Negated by: Disintegrate

Green
Order: 4th
Effect: Stops breath weapons. Poison (Kills; Stamina check vs. Abjuration roll for -1d Strength instead).
Negated by: Passwall

Blue
Order: 5th
Effect: Stops divination and mental attacks. Turned to stone (Stamina check vs. Abjuration roll negates).
Negated by: Magic missile

Indigo
Order: 6th
Effect: Stops all spells. Willpower check vs. Abjuration roll or become insane (as insanity spell).
Negated by: Daylight

Violet
Order: 7th
Effect: Energy field destroys all objects and effects.1 Creatures sent to another plane (Willpower check vs. Abjuration roll negates).
Negated by: Dispel magic

The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).

Protection from Spells
Abjuration Difficulty: Heroic (40), modified by relationship
Time to use: 1 action
Prerequisite: Any 8 Abjuration spells
This power can be kept 'up'
Effect: You grant protection to up to 1 touched creature per 4 dice in Abjuration. The subjects gains a +2d+2 bonus on Stamina, Willpower, and Dodge rolls against spells and spell-like abilities (but not against supernatural and extraordinary abilities).
Repel Metal or Stone
Abjuration Difficulty: Heroic (40)
Time to use: 1 action
Prerequisite: Any 8 Abjuration spells
This power can be kept 'up'
Effect: Like repel wood, this spell creates waves of invisible and intangible energy that roll forth from you out to 18 meters. All metal or stone objects in the path of the spell are pushed away from you to the limit of the range. Fixed metal or stone objects larger than 8 cm in diameter and loose objects weighing more than 225 kg are not affected. Anything else, including animated objects, small boulders, and creatures in metal armor, moves back. Fixed objects 8 cm in diameter or smaller bend or break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 12 meters per round.

Objects such as metal armor, swords, and the like are pushed back, dragging their bearers with them. Even magic items with metal components are repelled, although an antimagic field blocks the effects.

The waves of energy continue to sweep down the set path for the spell’s duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell’s power.

Unholy Aura
Abjuration Difficulty: Heroic (40), modified by relationship
Time to use: 1 action
Prerequisite: Any 8 Abjuration spells
This power can be kept 'up'
This is a Dark Side power
Effect: You ward up to 1 creature per die in Abjuration within a 6 meter radius centered on you. A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures (those without Dark Side points), and weakening good creatures when they strike the subjects. This abjuration has four effects.

First, each warded creature gains a +1d+1 armor bonus and a +1d+1 on Willpower, Dodge, and Stamina rolls. Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures.

Second, each warded creature gains 8d+1 spell resistance against Light Side spells and spells cast by Light Side creatures.

Third, the abjuration blocks possession and mental influence, just as protection from good does.

Finally, if a Light Side creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Stamina check against your Abjuration roll negates the effect).

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