Wednesday, October 3, 2012

Star Wars: Force Powers, Conjuration (1st circle)

Acid Splash
Conjuration (Creation) Difficulty: Very Easy (3), modified by proximity
Time to Use: 1 action
Prerequisite: None
Effect: You fire a small orb of acid at the target. You must succeed on a Thrown Weapons attack to hit your target. The orb deals 1d acid damage.

Create Water
Conjuration (Creation) Difficulty: Very East (3), modified by proximity
Time to Use: 1 action
Prerequisite: None
Effect: This spell generates up to 7.5 liters per die in Conjuration (Creation) of wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.

Note: Conjuration spells can’t create substances or objects within a creature.

Cure Minor Wounds
Conjuration (Healing) Difficulty: Very Easy (3), modified by relationship
Time to Use: 1 action
Prerequisite: None
Effect: When laying your hand upon a living creature, you channel Light Side energy that allows the target you touched to heal from Stunned to Fully healed.

Since undead are powered by negative energy, this spell stuns them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Willpower check against your Conjuration roll to ignore this effect.

Summon Instrument
Conjuration (Summoning) Difficulty: Very Easy (3)
Time to Use: 1 round
Prerequisite: None
This power can be kept 'up'
Effect: This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can’t summon an instrument too large to be held in two hands.

Cure Light Wounds
Conjuration (Healing) Difficulty: Very Easy (5), modified by relationship
Time to Use: 1 action
Prerequisite: Cure Minor Wounds
Effect: When laying your hand upon a living creature, you channel Light Side energy that allows the target you touched to heal from Wounded to fully healed.

Since undead are powered by negative energy, this spell inflicts a wounded on them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Willpower check against your Conjuration roll to reduce this effect to Stunned.

Grease
Conjuration (Creation) Difficulty: Very Easy (5), modified by proximity
Time to Use: 1 action
Prerequisite: Any 1 Conjuration spell
This power can be kept 'up'
Effect: A grease spell covers a solid surface (up to 3 meter square) with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Dodge check against your Conjuration roll or fall. This check is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with an Easy (10) Dexterity check. Failure means it can’t move that round (and must then make a Dodge check or fall), while failure by 5 or more means it falls.

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Dodge check to avoid the effect. If the initial check fails, the creature immediately drops the item. A check must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +3d+1 bonus on checks to escape bindings and Brawling checks to resist or escape a grapple or to escape a pin.

Mage Armor
Conjuration (Creation) Difficulty: Easy (5)
Time to Use: 1 action
Prerequisite: Any 1 Conjuration spell
This power can be kept 'up'
Effect: An invisible but tangible field of force surrounds the touched subject of a mage armor spell, providing a +1d+1 armor bonus. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

Mount
Conjuration (Summoning) Difficulty: Very Easy (5), modified by proximity
Time to Use: 1 round
Prerequisite: Any 1 Conjuration spell
This power can be kept 'up'
Effect: You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.


Obscuring Mist
Conjuration (Creation) Difficulty: Very Easy (5)
Time to Use: 1 action
Prerequisite: Any 1 Conjuration spell
This power can be kept 'up'
Effect: A misty vapor arises around you and spreads in a 6 meter radius, 6 meters high. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 1.5 meters. A creature 1.5 meters away 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).

A moderate wind (20+ kmh), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (40+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.

Summon Monster I
Conjuration (Summoning) Difficulty: Very Easy (5), modified by proximity
Time to Use: 1 round
Prerequisite: Any 1 Conjuration spell
This power can be kept 'up'
Effect: This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

The spell conjures one of the creatures from the Summon Monster list. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. If you summon an evil creature, this is a Dark Side power.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

Light Side Summon Monster I
Celestial Dog
Celestial Owl
Celestial Giant Fire Beetle
Celestial Porpoise (must be in an aquatic environment)
Celestial Badger
Celestial Monkey

Dark Side Summon Monster I
Fiendish Dire Rat
Fiendish Raven
Fiendish Medium Monstrous Centipede
Fiendish Small Monstrous Scorpion
Fiendish Hawk
Fiendish Small Monstrous Spider
Fiendish Octopus (must be in an aquatic environment)
Fiendish Small Viper Snake

Summon Nature's Ally I
Conjuration Difficulty: Very Easy (5), modified by proximity
Time to Use: 1 round
Prerequisite: Any 1 Conjuration spell
This power can be kept 'up'
Effect: This spell summons a natural creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

The spell conjures one of the creatures from the Summon Nature's Ally list. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.

Summoned Creature
Dire Rat
Eagle
Monkey
Octopus (must be in an aquatic environment)
Owl
Porpoise
Small Viper Snake
Wolf

Unseen Servant
Conjuration (Creation) Difficulty: Very Easy (5), modified by proximity
Time to Use: 1 action
Prerequisite: Any 1 Conjuration spell
This power can be kept 'up'
Effect: An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain nearby. It can open only normal doors, drawers, lids, and the like. It has an effective Strength of 1d. It can trigger traps and such, but it can exert only 9 kg of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check harder than Very Easy (10). Its speed is 4.5 meters.

The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes damage from area attacks. (It gets no check against attacks.) If you attempt to send it beyond the spell’s range (measured from your current position), the servant ceases to exist.

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