Wednesday, September 26, 2012

Star Wars: Force Powers, Abjuration (9th circle)

Freedom
Abjuration Difficulty: Heroic (45), modified by proximity and relationship
Time to use: 1 action
Prerequisite: Any 9 Abjuration spells
Effect: The subject is freed from spells and effects that restrict its movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, and web. To free a creature from imprisonment or maze, you must know its name and background, and you must cast this spell at the spot where it was entombed or banished into the maze.
Imprisonment
Abjuration Difficulty: Heroic (45) or the target's Willpower roll (which ever is higher), modified by relationship
Time to use: 1 action
Prerequisite: Any 9 Abjuration spells
Effect: When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the earth. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle spell will not free the recipient, but will reveal where it is entombed.
Mage's Disjunction
Abjuration Difficulty: Heroic (45), modified by proximity
Time to use: 1 action
Prerequisite: Any 9 Abjuration spells
Effect: All magical effects and magic items within a 12 meter radius, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must roll it's power against your Abjuration roll or be turned into a normal item. An item in a creature’s possession may use its possessor’s Willpower check, whichever is higher.

You also have a 1% chance per die in Abjuration of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.

Even artifacts are subject to disjunction, though there is only a 1% chance per die in Abjuration of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make a Willpower check (25) or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even miracle or wish.)

Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.
Prismatic Sphere
Abjuration Difficulty: Heroic (45)
Time to use: 1 action
Prerequisite: Any 9 Abjuration spells
This power must be kept 'up'
Effect: This spell functions like prismatic wall, except you conjure up a 3 meter radius, immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum.

The sphere’s blindness effect lasts d6 ×10 minutes.

You can pass into and out of the prismatic sphere and remain near it without harm. However, when you’re inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.

Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on.

The colors of the sphere have the same effects as the colors of a prismatic wall.

Prismatic sphere can be made permanent with a permanency spell.

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