Wednesday, August 29, 2012

Star Wars: Force Powers, Abjuration (5th Circle)

Atonement
Abjuration Difficulty: Very Difficult (25), modified by relationship
Time to use: 1 hour
Prerequisite: Any 5 Abjuration spells
Effect: This spell removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds and acts of a knowing and willful nature, you must intercede with the Light Side of the Force (requiring you to expend 5 character points per Dark Side point) in order to expunge the subject’s burden. Many casters first assign a subject of this sort a quest (see geas/quest) or similar penance to determine whether the creature is truly contrite before casting the atonement spell on its behalf.

Atonement may be cast for one of several purposes, depending on the version selected.

Reverse Magical Dark Side Change: If a creature was consumed by the Dark Side from some magically means, atonement returns it to its original status at no cost in character points.

Redemption: You may cast this spell upon a creature with Dark Side points in order to offer it a chance to lose those points. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its Dark Side points or acquiesces to your offer to remove them. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment.
Break Enchantment
Abjuration Difficulty: Very Difficult (25) or the roll of whatever skill caused the effect, modified by relationship and proximity
Time to use: 1 minute
Prerequisite: Any 5 Abjuration spells
Effect: This spell frees victims (up to 1 creature per die in Abjuration, all which must be within 9 meters of each other) from enchantments, transmutations, and curses. For each such effect, you make an Abjuration check against the power of the effect (or better than the difficulty listed). Success means that the creature is free of the spell, curse, or effect.

If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th circle or lower.

If the effect comes from some permanent magic item break enchantment does not remove the curse from the item, but it does frees the victim from the item’s effects.
Dismissal
Abjuration Difficulty: Very Difficult (25), Heroic (35) for more than one creature, or the target's Willpower roll, modified by proximity
Time to use: 1 action
Prerequisite: Any 5 Abjuration spells
Effect: This spell forces an extraplanar creature back to its proper plane if it fails a Willpower check against your Abjuration roll. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.

One a Heroic (35) roll, you may banish up to one creature per die in Abjuration. Banished creatures must be within 9 meters apart.

You can improve the spell’s chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your Abjuration roll. Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on your Abjuration roll.
Dispel Evil
Abjuration Difficulty: Very Difficult (25), modified by proximity
Time to use: 1 action
Prerequisite: Any 5 Abjuration spells
This power can be kept 'up'
Effect: Shimmering, white, holy energy surrounds you. This power has three effects.

First, you gain a +1d+1 armor bonus against attacks by creatures with at least 1 Dark Side point.

Second, on making a successful melee attack against an evil creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Willpower check against your Abjuration roll. This use discharges and ends the spell.

Third, with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell. Exception: Spells that can’t be dispelled by dispel magic also can’t be dispelled by dispel evil. This use discharges and ends the spell.

Dispel Good
Abjuration Difficulty: Very Difficult (25)
Time to use: 1 action
Prerequisite: Any 5 Abjuration spells
This power can be kept 'up'
This is a Dark Side power
Effect: This spell functions like dispel evil, except that you are surrounded by dark, wavering, unholy energy, and the spell affects good creatures (those without Dark Side points) and spells rather than evil ones.
Mage's Private Sanctum
Abjuration Difficulty: Very Difficult (25), modified by proximity
Time to use: 10 minutes
Prerequisite: Any 5 Abjuration spells
Effect: This spell ensures privacy within a 9 meter cube for 24 hours. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.

Divination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts. The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication.

The spell does not prevent creatures or objects from moving into and out of the area.

Mage’s private sanctum can be made permanent with a permanency spell.

Spell Resistance
Abjuration Difficulty: Very Difficult (25), modified by relationship
Time to use: 1 action
Prerequisite: Any 5 Abjuration spells
This power can be kept 'up'
Effect: The touched creature gains 4d+ your Abjuration to resist the effects of any spell or Force power.  

Tuesday, August 28, 2012

Star Wars: Aliens, Protoss

Protoss
Attribute Dice: 11D
DEXTERITY: 2d+1/4d+1
KNOWLEDGE: 2d/4d
MECHANICAL: 2d/4d
PERCEPTION: 2d/4d
STRENGTH: 2d+2/4d+2
TECHNICAL: 2d+1/4d+1
Special Abilities:
Telepathy: The protoss have no mouths and speak using telepathy. All protoss are naturally telepathic and can use this ability to communicate with any species capable of speaking.
Photosynthesis: Protoss do no eat or drink, instead, they absorb energy from a form of photosynthesis. 
Story Factors:
Khala: The Protoss are naturally Force-sensitive and know it as the Khala. The only skill in this way is known as Khala.
Long-lived: Protoss have remarkably long lives and live about 1,000 years or more. 
Move: 10/12
Size: 2.9 to 3.1 meters

The Protoss are humanoids around three meters tall with two luminous eyes, typically gold or blue. With two fingers flanked by two opposable thumbs on each hand, two large toes on each foot, digitigrade legs, broad chests and shoulders with narrow waists, Protoss are very agile and physically strong. A bony crest extends back from the crown of the head, with long neural strands sprouting from the back of the head. These strands facilitate the basic psychic communal link all Protoss naturally share. Each Protoss has a different skin shade that corresponds to the tribe from which they are descended. The Protoss do not possess any visible ears (but they can hear, as when humans speak to them or hear what they are thinking), mouths or noses, but are able to communicate telepathically and possess strong olfactory sensitivities. Protoss do not need to eat or drink, but instead absorb energy from a form of photosynthesis. The average life expectancy for a Protoss is about one thousand years.

Protoss society was once tribal with a strong warrior culture, until a planet-wide civil war allowed a mystic, Khas, to access a natural psionic link shared by all Protoss. Khas' discovery and teachings, labelled the Khala, are then used as a base for a new caste-based society. The Judicator caste forms the Conclave, the ruling body of the Khalai Protoss. The Templar caste constitutes the military, and the Khalai caste includes all other Protoss. Khalai Protoss society is stubbornly conservative while maintaining the warrior culture and honor values of the tribal system.

There is a second society of Protoss known as the Dark Templar, a sizeable minority of the Protoss who reject the Khala out of fear of losing their individuality inside the psychic link. The Dark Templar are treated as heretics by the Khalai Protoss and are forcibly evicted from Aiur. Despite their persecution, the majority of Dark Templar do not hold anything against their estranged brethren, seeking to defend Aiur in any way they can. The Dark Templar are nomadic, only settling on the planet Shakuras to study a Xel'Naga temple there. Recently, the two groups began to reconcile, but the reconciliation is marred by mutual distrust.

A third faction of Protoss, known as the Tal'Darim were left behind on Aiur during the Zerg invasion, the splinter group lost their connection to the Khalai society and regressed to a state of aggression and fanaticism.

Monday, August 27, 2012

Star Wars: Panther Starfighter

Confed Panther
Craft: Confederation F-108 Panther
Type: Class B Space superiority fighter
Length: 15.33 meters
Skill: Starship piloting: Panther
Crew: 1
Crew Skill: Starfighter piloting 3d, starship gunnery 3d
Cargo Capacity: 100 kg
Consumables: 1 week
Cost: Not available for sale
Hyperdrive Multiplier: x1
Nav Computer: Yes
Maneuverability: 2d+2
Space: 8; Afterburner: 19 (1 round, burns 1 day of consumables)
Atmosphere: 365 / 1,050 kph
Hull: 2d+2
Shields: 2d+2
Sensors
--Passive
--Scan
--Search
--Focus
Weapons:
2 Tachyon Cannons (fire-linked)
ScaleStarfighter
Fire Arc: Front
SkillStarship Gunnery
Fire Control: 1d+2
Space Range: 1-5/19/39
Atmosphere Range: 100-500/ 1.9 km/ 3.9 km
Damage: 8d
2 Ion Particle Guns (fire-linked)
Fire ArcFront
ScaleStarfighter
SkillStarship Gunnery
Fire Control: 3d+2
Space Range: 1-5/22/45
Atmosphere Range: 100-500 /2.2 km /4.5 km
Damage: 4d
2 Warhead Launchers
Fire ArcFront
Skill: Starship Gunnery
Fire Control:
Load: 20
Decoy Launcher
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 0d
Load: 36




Saturday, August 25, 2012

A Story

Let's talk about story in RPGs right fast. I hit on this a few weeks ago and I want to follow up.

In that blog I talked about how forgiving I am about story. Seriously, I really am. For example, as the basis of an RPG, I am fine with the following:

Setting: Near a town, there is a cave that has monsters in it.

Characters: There are towns people, monsters, and an evil sorcerer. You play adventurers.

Exposition: You play adventurers, you guys kill monsters. The towns people like it when you kill monsters. The evil sorcerer does not like it when you kill monsters (but screw him, he sucks).

Sequence: You leave the town, you go to the cave, you kill monsters, then you fight the evil sorcerer, you come back to the town, everyone likes you, the end.

Conflict: The towns people want you to kill monsters, the evil sorcerer does not. You like the towns people, you do not like the evil sorcerer.

Climax: You fight the evil sorcerer.

Resolution: Everyone likes you, the end.
huzzah
With any group of people worth playing with, I promise, that right there is several hours of fun. My group would turn that into several sessions of awesome. My group on a bad day would force-feed awesome into that. The worst group I every played with, using the worst system ever, would have fun with that.

I could write out another example of some high-fantasy, fancy pants, story that was all deep and filled with rich and deep stuff. I'm not going to. The thought of doing that is boring to me and I bet anything you would be bored before you finished reading it. I'm not saying you shouldn't develop rich and deep characters/setting/sequence...I'm saying you don't have to and most of the time it won't be appreciated.

This is especially true in the first few sessions or so. If something more develops (there is a catacomb under the town filled with undead that the towns people want you to kill but the evil necromancer doesn't want you to kill), fine, good, go do that thing. But in the beginning, working out a long-term plot or meta-plot is almost always wasted time and energy. At worst it causes more problems than it is worth.

My point is, in RPGs, you need to play to the strengths of the genre and keep it simple.

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.

Tuesday, August 21, 2012

Star Wars: Mythic Aliens, Half-orcs


Half-orc
Attribute Dice: 12D
DEXTERITY: 2d/4d
KNOWLEDGE: 1d+1/3d+1
MECHANICAL: 2d/4d
PERCEPTION: 1d+1/3d+1
STRENGTH: 2d+2/4d+2
TECHNICAL: 2d/4d
Special Abilities:
Darkvision: Half-orcs can see in the dark up to 60 feet. Darkvision is black & white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
Story Factors:
Orc Blood: For all effects related to raceme a half-orc is considered an orc. 
Languages: Orcs generally speak Basic and Orc. Commonly Orcs also learn to speak Draconic, Giant, Gnoll, Goblin, and Abyssal.
Move: 10/12
Size: 1.8 meters to 2.1 meters

If there is a more tragic species than orcs, it is half-orcs. Before releasing the orcs on the elvish and dwarven home-systems, the Empire set their genetically altered monsters upon a few small human pioneer worlds. Few survived the raids and the depravity of enraged orcs is limitless. A few human women gave birth to half-breed orcs. Very few of these children survive to adulthood. 

Half-orcs are rare and highly nomadic. At best, they are treated as near-humans and nothing more. Those who know their heritage are rarely willing to trust them. Rumors of small half-orc enclaves persist, and usually terrify the local populous. 

While they are the children of a brutal species, their human heritage often tempers their savage natures. Regardless of the rumors, half-orcs are capable and demonstrate great heroism. It is hard to find a greater ally that a accepted and respected orc. 

Monday, August 20, 2012

Star Wars: Tigershark Starfighter

Confed Tigershark
Craft: Confederation F/A-105 Tigershark
Type: Multi-role fighter
Length: 13.66 meters
Skill: Starship piloting: Tigershark
Crew: 1
Crew Skill: Starfighter piloting 3d, starship gunnery 3d
Cargo Capacity: 100 kg
Consumables: 1 week
Cost: Not available for sale
Hyperdrive Multiplier: x1
Nav Computer: Yes
Maneuverability: 3d
Space: 8; Afterburner: 18 (1 round, burns 1 day of consumables)
Atmosphere: 365 / 1,050 kph
Hull: 2d+2
Shields: 2d+1
Sensors
--Passive
--Scan
--Search
--Focus
Weapons:
2 Mass Driver (fire-linked)
ScaleStarfighter
Fire Arc: Front
SkillStarship Gunnery
Fire Control: 3d
Space Range: 1-4/18/36
Atmosphere Range100-450 /1.8 km /3.6 km
Damage: 4d+2
2 Laser Gun (fire-linked)
Fire ArcFront
ScaleStarfighter
SkillStarship Gunnery
Fire Control: 3d+2
Space Range: 1-6/25/50
Atmosphere Range: 100-600/ 2.5 km / 5 km
Damage: 3d
5 Warhead Launchers
Fire ArcFront
Skill: Starship Gunnery
Fire Control0d
Load: 50
Decoy Launcher
Fire Arc: Front
Skill: Starship Gunnery
Fire Control: 0d
Load: 24

Saturday, August 18, 2012

Random Tables: The Many Islands of the Maelstrom

There are seven Realms in the Maelstrom. Within those chains are 165 islands. Lets say you wanna pick one at random...

Realms
1d8
1 = Aesir
2 = Eden
3 = Mageddon
4 = Nod
5 = Sheol
6 = Shinto
7 = Zion
8 = Wild Island

Aesir
Dominate Climate: Cold
Dominant Language: Dwarven
1d100
1-5. Petur
6-10. Eirikur
11-15. Dragana
16-20. Cyrilla
21-25. Yun
26-30. Sindri
31-35. Eyvindur
36-40. Hildur
41-44. Pa'll
45-48. Olvirsson
49-52. Haraldur
53-56. Unnur
57-60. Ragnhildur
61-64. La'rus
65-68. Ari
69-72. Brynjar
73-76. Heimirsson
77-80. Bjartur
81-84. Porir
85-88. Asdis
89-92. Brynja
93-96. Gudlaug
97-100. Halldora

Eden
Dominate Climate: Temperate & warm
Dominate Language: Elven
1d100
1-5. Anakoni
6-10. Keoni
11-15. Kimo
16-20. Kaimana
21-25. Peni
26-30. Akama
31-35. Mikala
36-40. Wikolia
41-44. Kala
45-48. Malie
49-52. Lekika
53-56. Hokulani
57-60. Neolani
61-64. Kalani
65-68. Ekewaka
69-72. Kalea
73-76. Maleko
77-80. Melika
81-84. Maile
85-88. Kakalina
89-92. Konani
93-96. Iokua
97-100. Kapena

Mageddon
Dominate Climate: Warm
Dominate Language: Common
1d100
1-5. Tipene
6-10. Anaru
11-15. Piripi
16-20. Hohepa
21-25. Huhana
26-30. Roimata
31-35. Ruiha
36-40. Aroha
41-44. Mere
45-48. Tama
49-52. Tane
53-56. Patariki
57-60. Mikaere
61-64. Moana
65-68. Tamati
69-72. Maata
73-76. Whetu
77-80. Anahera
81-84. Aroha
85-88. Petera
89-92. Ataahua
93-96. Hemi
97-100. Kiri

Nod
Dominate Climate: Temperate & warm
Dominate Language: Giant & Common
1d100
1-5. Aditya
6-10. Brijesha
11-15. Partha
16-20. Ganesha
21-25. Shri
26-30. Chandra
31-35. Valli
36-40. Padmavati
41-45. Anil
46-50. Lalita
51-55. Mahesha
56-60. Aruna
61-65. Govida
66-70. Dipaka
71-75. Pitambara
76-80. Rati
81-84. Aditi
85-88. Devi
89-92. Ushas
93-96. Skanda
96-100. Kapila

Sheol
Dominate Climate: Temperate & cold
Dominate Language: Elven & Common
1d100
1-5. Harta
6-10. Cahaya
11-15. Wibawa
16-20. Dwi
21-24. Sari
25-28. Bethari
29-32. Cinta
33-36. Melati
37-40. Sukarno
41-44. Intan
45-48. Susilo
49-52. Bima
53-56. Putra
57-60. Dian
61-64. Tri
65-68. Nirmala
69-72. Raja
73-76. Citra
77-80. Wahya
81-84. Eka
85-88. Bambang
89-92. Buana
93-96. Mega
97-100. MaWar

Shinto
Dominate Climate: Temperate & cold
Dominate Language: Elven
1d100

1-5. Hibiki
6-10. Hiroto
11-15. Takeshi
16-20. Naoki
21-25. Fujioka
26-30. Kanon
31-35. Kyo
36-40. Sakurako
41-44. Sora
45-48. Hamasaki
49-52. Shirou
53-56. Ayame
57-60. Ayaka
61-64. Moe
65-68. Kita
69-72. Kaito
73-76. Takuma
77-80. Yuuma
81-84. Hinata
85-88. Matsumoto
89-92. Masuyo
93-96. Chikako
97-100. Aoi


Zion
Dominate Climate: Temperate
Dominate Language: Common
1d100

1-5. Stormscale
6-10. Wrathscale
11-15. Blackwood
16-20. Deadwood
21-25. Stormbay
26-30. Shadowpine
31-35. Stillpine
36-40. Gnarlpine
41-44. Greymist
45-48. Hazzali
49-52. Drakkari
53-56. Amani
57-60. Gorishi
61-64. Gurubashi
65-68. Hakkari
69-72. Hiv'Regal
73-76. Hiv'Zara
77-80. Hiv'Ashi
81-84. Hiv'Zora
85-88. Northspring
89-92. Darkspear
93-96. Shatterspear
97-100. Timbermaw

Wednesday, August 15, 2012

Star Wars: Force Powers, Abjuration (3rd Circle)

Dispel Magic
Abjuration Difficulty: Moderate (15), modified by proximity
Time to use: 1 action
Prerequisite: Any 3 Abjuration spells
Effect: You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if it was dropped. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic.

You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:

Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make an Abjuration check against the spell or against each ongoing spell currently in effect on the object or creature. This roll is opposed by the caster of the spell. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.

If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a check to end the spell that conjured the object or creature.

If the object that you target is a magic item, you make a dispel check against the item's power. If you succeed, all the item’s magical properties are suppressed for d6 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

You automatically succeed on your dispel check against any spell that you cast yourself.

Area Dispel: When dispel magic is used in this way, the spell affects everything within a 6-meter radius.

For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest difficulty. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected.

For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.

For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.

For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.

If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.

You may choose to automatically succeed on dispel checks against any spell that you have cast.

Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell. 

Explosive Runes
Abjuration Difficulty: Moderate (15)
Time to use: 1 action
Prerequisite: Any 3 Abjuration spells
Effect: You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no dodge roll; any other creature within 3 meters of the runes is entitled to a Dodge roll against your Abjuration roll for half damage. The object on which the runes were written also takes full damage.

You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion.

Note: Magic traps such as explosive runes are hard to detect and disable. Detecting explosive runes requires heroic Search check and disabling them requires a heroic Security check.

Glyph of Warding
Abjuration Difficulty: Moderate (15)
Time to use: 10 minutes
Prerequisite: Any 3 Abjuration spells
Effect: This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on. The area or object can be up to 1.5 square meters per die in Abjuration. 

You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded.

When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.

Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection (and similar effects) can fool a glyph, though nonmagical disguises and the like can’t. Read magic allows you to identify a glyph of warding with a moderate Scholar (spells) check. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph (version, type of damage caused, what spell is stored).

Note: Magic traps such as glyph of warding are hard to detect and disable. Detecting glyph of warding requires heroic Search check and disabling them requires a heroic Security check.

Depending on the version selected, a glyph either blasts the intruder or activates a spell.

Blast Glyph: A blast glyph deals damage equal to your Abjuration to the intruder and to all within 1.5 meters of him or her. This damage is acid, cold, fire, electricity, or sonic (caster’s choice, made at time of casting). Each creature affected can attempt a Dodge check to take half damage. Spell resistance applies against this effect.
Spell Glyph: You can store any harmful spell of 3rd circle or lower that you know, or up to 6th circle if you increase your Abjuration check to Heroic (35). If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack.

Magic Circle against Evil
Abjuration Difficulty: Moderate (15)
Time to use: 1 action
Prerequisite: Any 3 Abjuration spells
This power can be kept 'up'
Effect: All creatures within a 3 meter radius centered on a creature you touch gain the effects of a protection from evil spell, and no evil summoned creatures can enter the area either. You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of protection from evil), but the bonuses and the protection from mental control apply regardless of enemies’ spell resistance.

This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds an evil called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per die in Abjuration, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.

A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creature’s extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.

You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a Difficult (20) Scholar (Spells) check. If the check fails, the diagram is ineffective.

A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per die in Abjuration. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Perception check to break free of the trap (see the lesser planar binding spell), the difficulty increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above.

This spell is not cumulative with protection from evil and vice versa.

Magic Circle against Good
Abjuration Difficulty: Moderate (15)
Time to use: 1 action
Prerequisite: Any 3 Abjuration spells
This power can be kept 'up'
This is a Dark Side power
Effect: This spell functions like magic circle against evil, except that it is similar to protection from good instead of protection from evil, and it can imprison a nonevil called creature.

Nondetection
Abjuration Difficulty: Moderate (15), modified by relationship
Time to use: 1 action
Prerequisite: Any 3 Abjuration spells
This power can be kept 'up'
Effect: You ward a touched creature. The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster oppose your Abjuration roll with their Divination skill.

If cast on a creature, nondetection wards the creature’s gear as well as the creature itself.

Protection from Energy
Abjuration Difficulty: Moderate (15), modified by relationship
Time to use: 1 action
Prerequisite: Any 3 Abjuration spells
This power can be kept 'up'
Effect: Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per die in Abjuration of energy damage (to a maximum of 120 points at 10d), it is discharged.

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