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.

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