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Post by Zyraen on Sept 14, 2012 23:36:17 GMT 8
Vancian Magic for 4E.
MAGUS (WIZARD)
Role : Controller, with some Striker abilities. Power Source: Arcane. Key Abilities: Intelligence or Charisma
Armor Proficiencies: Cloth. Weapon Proficiencies: Dagger, Quarterstaff. Implement: Orbs, Staffs, Wands, Tomes Bonus to Defense: +2 Reflex or +2 Will.
Hit Points at 1st Level: 10+ Constitution Score. Hit Points per Level Gained: 4 Healing Surges per Day: 6+ Constitution Modifier.
Trained Skills: Arcana. From the class skills list below, choose 4 more trained skills at 1st level. Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Nature (Wis), Religion (Int).
Class features: Ritual Casting, Cantrips
PARAGON PATH A Magus has no Paragon Path, but can choose an Elemental Type (Acid, Lightning, Fire, Cold). When dealing that type of damage, he gains a bonus to his damage rolls equal to his Second highest Stat modifier.
EPIC DESTINY A Magus should work with any Epic Destiny that it qualifies for as a Wizard and an Arcane Class. It only counts as a Wizard for selection of At Will Powers and Epic Destinies.
The following Epic Destinies are acceptable : Demigod, Indomitable Champion, Destined Scion Archlich, Archmage, Archspell, Avangion, Draconic Incarnation, Elf High Mage, Feyliege, Immanence, Lord of Fate, Magister, Parable, Sage of Ages, Witch Queen
Note that Familiar Spells count as Encounter Powers for purpose of any Epic Destiny Rules.
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AT WILL POWERS The Magus starts with Magic Missile and any 2 Wizard At Will Powers. The Magus can attack using either INT or CHA. The Magus starts with 4 Cantrips like a regular Arcanist (Wizard)
SPELL SLOTS You start with 1 Spell Slot. From Level 1 to Level 6, you gain 1 Spell Slot per Level. At Level 6 you have 6 Spell Slots. From Level 7 to Level 20, you gain 1 Spell Slot per 2 Levels. At Level 20 you have 13 Spell Slots.
DAILY SPELLCASTING LIMITS You can only memorise / cast 1 Spell of the same Level or 1 Level lower than you. You automatically learn 1 Spell. You can only memorise / cast 2 Spell of 2-3 Levels lower than you. You automatically learn 1 more Spell, altogether 2. You can only memorise / cast 3 Spell of 4-5 Levels lower than you. You may pay GP to purchase Scrolls to learn more Spells. You can use as many of your Spell Slots as you wish to memorise / cast Spells that are 6 or more Levels lower than yours. You can use as many of your Spell Slots as you wish to memorise / cast Level 1 Spells. The above Limits do not apply to Level 1 Spells.
ie a Level 4 Magus has 4 Spell Slots. Out of these, he can cast 1 Level 3 Spell and remaining 3 Spell slots can all be used for Level 1 Spells.
ie a Level 5 Magus has 5 Spell Slots. Out of these, he can cast 1 Level 5 Spell, 2 Level 3 Spells and remaining 2 Spell slots can be used for Level 1 Spells.
ie a Level 14 Magus has 10 Spell Slots. Out of these, he can memorise and cast 1 Lv 13 Spell, 2 Lv 11 Spells, 3 Lv 9 Spells, and as many lower level spell slots as he knows.
This maxes out at Level 20, where you have 13 Spell Slots and can cast : - 2 Level 17 Spells - 3 Level 15 Spells - as many Level 13 and below spells you have Spell Slots for.
Note, the wording is "memorise / cast" because there are Feats like Inherent Recall allow you to not have to memorise Spells. Note that for Level 1 Spells, you start knowing 2 Spells at Level 1, and automatically learn 1 Spell every Level until you know 4 Level 1 Spells at Lv 3. When you're Level 4 or higher, you can pay GP to purchase Scrolls and learn more Level 1 Spells.
A Scroll of a certain Level Spell costs the same as a regular Item of that Level.
MEMORISATION A Magus needs to decide which Spells to memorise to fill the Spell Slots that he can cast. This only applies if he has more than 1 Spell for a certain Level.
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COMPATIBILITY NOTES
The Magus here is compatible with most Feats in 4E Game, especially Defensive and Proficiency Feats. All the following Powers are Arcane, Implement Powers, and benefit from Expertise, Focus, and Superior Implement Training Feats.
However, it is also not suitable for Multiclass Power Swaps, although since it can start with 2 regular Wizard At Will Powers and benefits from Feats for it. Magus counts as an Arcane Class, but does not count as a Wizard for purpose of selecting Dailies or fulfilling Feat requirements. Its Multiclass Feats do not fulfill Class Requirements for Feats, Paragon Paths, or Epic Destinies.
The powers below are not intended to work with Enlarge Spell, and do not count as Wizard Spells.
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SOLOS
Solos that are stricken by some of these Spell effects should be treated as having 3 Standard Actions (1 Free Action at start of Turn, and 2 Standard Actions) and have to use a Standard Action to End an Effect that is until ENT, or Save against a Save Ends effect. This includes Solos that are Removed from Play by powers such as Maze. They can also take a Standard Action and take twice their Level worth of damage to save against an effect that lasts until End of Encounter.
Note that they cannot shrug off Effects that apply when they are under a certain threshold of HP, unless it is Save Ends.
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Post by Zyraen on Nov 14, 2012 9:32:19 GMT 8
NEW KEYWORDS
[Lv] - meaning Caster Level. Generally speaking, this is capped at (Spell Level + 5). [HLv] - meaning Half of Caster Level. Generally speaking, this is capped at half of (Spell Level + 5) X6 - "X" is a direct Multiplier. So [Lv]X6 where Lv = 14, makes it 14X6 = 84. This applies to X8 X10 etc.
OOE - The spell can be cast Outside Of Encounters.
FULL-CAST You use your Standard Action to start casting. You are no longer Hidden, provoke Opportunity Attacks from adjacent Enemies (even if not normally doing so), and grant CA until Start of your Next Turn. You do NOT need to Target the Spell until you finish it at the Start of your Next Turn, whereupon you can target and attack with the Spell as a Free Action.
Note: You can use an Action Point to immediately finish casting a Full-Cast Spell that you are casting. Then instead of getting a Standard Action, you can then start casting another Full-Cast spell, or take any Move Action.
Your spell will be interrupted if - You are Killed, knocked Unconscious, Stunned, Dominated - You have to make a Saving Throw to avoid Falling. Whether you fail or pass the Save, your casting is interrupted. You can intentionally forgo making the save to keep on Casting. - You take any other Action, including a Free Action, Opportunity Action, or Immediate Action - You cancel your Spell as a Free Action ( perhaps due to no Suitable Targets, etc )
Under certain conditions, you suffer some Setback and have to make an INT, WIS, CHA check (the Stat used matches the Stat you use for Attacking with the Spell) against Medium DC in order to keep on casting. This is called a Concentration check. You have to make a Concentration check to carry on casting if any of the following occur - The Damage you take when Falling exceeds your Surge Value. - You become Dazed - The Damage you take from a single Hit exceeds your Surge Value. Note "Hit" means that damage taken on a Miss, or from environmental effects, do not apply.
If you fail your Concentration Check, your spell is interrupted. Note that no single Attack can cause you to take more than one Concentration check. eg. A single attack hits you for damage more than your surge value, dazes you and slides you over the edge of a wall. This causes you to fall (you choose not to save against falling) and you hit the ground and take additional damage more than your surge value. This entire process only calls for ONE Concentration Check.
When your Spell casting is interrupted, make a Saving Throw. Usual Saving Throw benefits do not apply, although Penalties inflicted by Effects, Auras etc still apply. If you succeed, the Spell is still memorised, otherwise it is lost.
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FEATS
QUICKENED CASTING - You automatically learn this Feat at Level 3 Requirements: Lv 3. You can cast any Full-Cast Offensive Spell that does [Lv] damage with a single Standard Action. When it hits, it triggers the Miss effect instead, and if it Misses there is no Miss Effect. You can only Quicken Spells that you can cast at least 3 times a day. You have to be Lv 3 to take the feat so you can Quicken Level 1 Spells. This also means that you cannot Quicken level 17 Spells with this feat.
ADAPTIVE RECALL You can also expend a memorised Spell of a higher Level to cast a lower level Spell you know.
ARCANE PERSISTENCE Whenever you hit a Single Target and that results in an Effect that a Save can End, Target takes a -3 Penalty until it Succeeds on the Save. This does not apply to After-effects.
ARCANE RECOVERY When you make a Saving Throw to retain Memorisation of an interrupted Spell, you gain a +4 bonus to your roll.
EVOCATIVE DAMAGE When you roll [Lv] or [HLv] dice for damage, be they d4 d6 d8 d10, you can reroll all rolls that result in a 1. You can reroll more than once. Note that if you use Average Damage, this effectively adds 0.5 to each of your Average Dice Roll results.
INHERENT RECALL Requires : Lv 7 You do not have to memorise Spells that are of a Level such that you have no Daily Casting Limits. You can choose to cast any of them as long as you have sufficient Slots.
TOTAL RECALL Requires : Inherent Recall, Adaptive Recall You do not have to memorise any Spells. You can choose to cast any Spell you know as long as you have sufficient Spell Slots of the appropriate Level, subject to the Daily Spellcasting Limit.
FAMILIAR SPELL - SPELL Select 1 Full-Cast Spell that you can cast at least 3 times a Day. This means you can never make a Level 17 Spell a Familiar Spell. While you have at least 2 Spell Slots with that Spell memorized, you can cast that Spell once per Encounter. If you can Quicken it, you only need to decide if you want it Quickened when you cast it. Doing so does not expend either of the 2 Spell Slots. Note that you can expend any of the memorized Spells to cast that spell again in the same Encounter. You can take this feat multiple times, each time for a Separate Spell.
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ADAPTATION - COLD (Paragon) Requires : Lv 11 As a Free Action, you can change Cold damage to Acid or Lightning damage. As a Free Action, you can instead choose to reduce each dicesize by 1 and change Cold damage to Necrotic damage. Note that you can only use Adaptation once per Power.
ADAPTATION - FIRE (Paragon) Requires : Lv 11 As a Free Action, you can change Fire damage to Acid or Lightning damage. As a Free Action, you can instead choose to reduce each dicesize by 1 and change Fire damage to Radiant damage. Note that you can only use Adaptation once per Power.
ADAPTATION - LIGHTNING (Paragon) Requires : Lv 11 As a Free Action, you can change Lightning damage to Thunder or Fire or Cold damage. As a Free Action, you can instead choose to reduce each dicesize by 1 and change Lightning damage to Force damage. Note that you can only use Adaptation once per Power.
GREATER ARCANE PERSISTENCE (Paragon) Requires : Lv 11, Arcane Persistence This Feat does not stack with Arcane Persistence. Whenever you hit a Target and that results in an Effect that a Save can End, Target takes a -3 Penalty until it Succeeds on the First Save. This does not apply to After-effects.
ENHANCED EVOCATION (Paragon) Requires : Lv 11, Evocative Damage When you roll [Lv] or [HLv] dice for damage, if they are d8, d10 or d12, you can reroll all rolls that result in a 1 or 2. You can reroll more than once. Note that if you use Average Damage, this effectively adds 1.0 to each of your Average Dice Roll results.
LIMIT AUGMENTATION (Paragon) Requires : Lv 11, Adaptable Caster As a Free Action, you can expend an extra Spell Slot or a Memorised Spell to increase the [Lv] of a Spell beyond its normal Max. This can only be applied to Spells that do [Lv] damage and no additional [Lv] sensitive effects. If the Spell is Quickened and/or using [HLv], just halve the final total [Lv].
When you expend 1 extra Spell Slot (or more), you can treat the Max Lv of the Spell as your (Level - 1), up to a Max Lv 22 OR its Max Lv increases according to the following : If you are Level 11-12, each Slot expended this way increases Lv by 2. If you are Level 13-14, each Slot expended this way increases Lv by 3. If you are Level 15-16, each Slot expended this way increases Lv by 4. If you are Level 17-18, each Slot expended this way increases Lv by 5. If you are Level 19 or higher, each Slot expended this way increases Lv by 6. While you can expend more than 1 Spell Slot in this way, no Spell may be augmented beyond your own Level.
SEQUENCER (Paragon) Requires : Lv 11 You learn Minor Sequencer (Lv 7 Spell) and Sequencer (Lv 13 Spell). You cannot learn or purchase these Spells normally. Although you may know the Sequencer Spell at Lv 11 when you take this Feat, you cannot cast it until you are Lv 13.
ZONE CONTROL (Paragon) Requires : Lv 11 As a Minor action Once per Encounter, you can move Any zone that you create up to 6 squares. You can do so even if it cannot be normally moved.
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ADAPTATIVE ARCANA (Epic) Requires : Lv 21, Any 2 Adaptation Powers All your Lightning, Fire, Cold attacks can add any one of the following damage types : Acid, Lightning, Fire, Cold, Thunder. If there is still any Immunity or Resistance, you can ignore up to 15 Resistance and treat Immunity as 15 Resistance. You can reduce the dicesize by 1 and add one of the following damage types - Radiant, Necrotic, Force.
CHAIN SEQUENCER (Epic) Requires : Lv 21, Sequencer Feat You learn True Sequencer (Lv 15 Spell) and Chain Contingency (Lv 17 Spell). You cannot learn or purchase these Spells normally.
EPIC QUICKENING - SPELL (Epic) Requires : Lv 21 Select 1 Full-Cast Offensive Spell that does [Lv] damage, including those of Lv 17. You can cast this Spell in a single Standard Action. When it hits, it triggers the Miss effect instead, and if it Misses there is no Miss Effect. You can only take this Feat once. Each time you level up, you can retrain the Spell in this Feat.
EPIC MASTERY (Epic) Requires : Lv 21 You automatically learn another 2 Lv 17 Spells. You can take this Feats multiple times to learn more Spells.
RELIABLE RECOVERY (Epic) Requires : Lv 21, Interrupted Recovery, Arcane Recovery You automatically retain memorisation of any Spell that is interrupted during Casting.
SIGNATURE SPELL (Epic) Requires : Lv 21, Familiar Spell Select a Spell that is of a Level such that you can cast it at least 2 times a day. You can memorise a version of the Spell that takes up 2 Spell Slots, but can be used once every Encounter. If you have Quickened Casting or Epic Quickening feat that applies to the Spell, you only need to decide if you wish to Quicken it when you cast it. Each time you level up, you can retrain the Spell in this Feat. You can take this Feat only once.
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Post by Zyraen on Nov 14, 2012 9:36:07 GMT 8
LEVEL 1 SPELLS
CHARM : OOE, Standard, Ranged 5, Atk vs Will. Hit : Until End of the Encounter, you gain a +7 Power bonus to Diplomacy and Bluff checks against the Creature. The Target does not attack you until you attack it (SE). It can still target you with Area or Close attacks that targets at least 1 other Enemy of the Target. Miss : The target becomes aware of your Charm Attempt. Special : Mindless Creatures etc are immune to this Spell.
COLOR SPRAY : Full-Cast, Ranged 10, Atk vs Will. Hit : 1d8 + Stat Psychic damage, and Target is Stunned ENT. Aftereffect : Blinded (SE). Miss : Target takes -2 to Melee and Ranged Attacks until ENT.
DISGUISE : OOE, Standard, Self Effect : Until End of Encounter or for the next 15 minutes, whichever is shorter, you look like another Humanoid that is the same Size Category. You can look like a Specific Individual you have seen before. Make a Bluff check with a +7 power bonus. This is the DC for an viewer to notice that it is a Disguise. If you speak with under Disguise to someone who knows the Specific Individual you are disguised as, make an Atk vs Will as a Free Action every round of interaction. If at any time you miss, the individual realises it is a Disguise.
GREASE : Standard, Area Burst 2 within 10 (All Creatures), Atk vs Reflex Hit : Target is knocked prone and slides 2 to a square within the zone. Effect : Zone becomes Difficult Terrain until End of Encounter. Whenever a Creature enters the Zone, you can make an Int vs Reflex attack as a Free Action. If it hits, target is knocked prone and slides 2 to a square within the zone.
ICY RAYS : Standard, Ranged 10, Atk vs Reflex, 2 Creatures Hit : 1d10 + Stat Cold damage, target is Immobilised ENT. Miss : Target is Slowed ENT.
MAGE ARMOR : Standard, Self Effect : Your AC is set to your Level + 19 and you ignore effects of Magic Missiles, until End of your Next Turn. No other Bonuses to AC (armor, enhancement, untyped, power, shield, etc) will stack with this Spell. Sustain Minor : The spell persists ENT.
RAY OF ENFEEBLEMENT : Full-Cast, Ranged 10, Atk vs Fort Hit : 1d10 + Stat Necrotic damage, and Target is weakened (SE). Aftereffect : Target is weakened (SE). Miss : Target is weakened ENT.
RAY OF FROST : Full-Cast, Ranged 10, Atk vs Reflex. Hit : [Lv]d6 + Stat Cold damage, target is slowed ENT. Max Lv : 6 Miss : [HLv]d6 + Stat Cold damage. Max HLv : 3
SHIELD : Imm Int, Self Trigger : You are hit by an Attack that targets either AC or Reflex. Effect : You gain +4 Power Bonus to AC and Reflex until ENT.
SHOCKING GRASP : Full-Cast, Melee Touch, Atk vs Reflex. Special : When you complete casting, you have until the end of your Turn to attack with the Spell as a Minor Action. You can still attack with the Spell as a Free Action at the Start of your Turn if there is a suitable target. Hit : Target takes [Lv]d8 + Stat Lightning damage. If the target is wearing heavy armor (chain, scale, plate), you can reroll any d8 which has a result you do not like. Max Lv : 6 Miss : [HLv]d8 + Stat Lightning damage. Max HLv : 3
WIZARD'S FURY : Standard, Self Effect : Until the end of the encounter, as a minor action once per turn, you can cast Magic Missile.
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Post by Zyraen on Nov 14, 2012 9:36:26 GMT 8
LEVEL 3 SPELLS
ACID ARROW : Full-Cast, Ranged 20, Atk vs Reflex Hit : [Lv]d6 + Stat Acid damage and ongoing 5 Acid (SE). Max Lv : 8 Ongoing damage increases to 10 at Lv 11 and 15 at Lv 21. Miss : [HLv]d6 + Stat Acid damage. Max HLv : 4
BLUR : Minor, Self Effect : You have Partial Concealment until End of Encounter, and do not provoke Opportunity Attacks.
ENHANCE STAT : Standard, Melee Touch (Self or Ally) Effect : Target gains +4 power bonus to a Stat (Str, Dex, Con, Int, Wis, Cha) until End of Encounter. The resulting +2 power bonus affects all Checks, Attack Rolls, Damage Rolls, Defenses etc. However, a Con bonus does not add more HP or Healing Surges, instead the Target gains 4 THP.
FLAMING SPHERE : Standard, Close Burst 10 Effect : You create a Flaming Sphere in an unoccupied square within the Burst that lasts until ENT. Whenever a Creature starts adjacent to it or enters a Square adjacent to it, make the following attack : Attack : Atk vs Reflex Hit : 2d6 + Stat Fire Damage. Move Sustain : The Flaming Sphere lasts until ENT, and moves up to 6 squares.
FOG CLOUD : Standard, Area Burst 2 within 10. Effect : The area is filled with Fog, turning the Area into Heavily Obscured squares. The Zone lasts until ENT. Minor Sustain : The Zone lasts until ENT.
GHOUL TOUCH : Full-Cast, Melee Touch, Atk vs Fort. Special : When you complete casting, you have until the end of your Turn to attack with the Spell as a Minor Action. You can still attack with the Spell as a Free Action at the Start of your Turn if there is a suitable target. Hit : 1d8 + Stat damage. Target is Weakened (SE) and Immobilised (SE). Miss : Target is Weakened until ENT.
GLITTERDUST : Full-Cast, Area Burst 2 within 10 squares (All Creatures), Atk vs Will. Hit : 1d8 + Stat damage, Target is Blinded (SE). Miss : No Damage. This entry just indicates the Spell can be Quickened. Effect : Until End of Encounter, all Targets gain no Benefit from Partial Concealment, and when they have Total Concealment, it only counts as Partial Concealment.
INVISIBILITY : Standard, Self Effect : You become Invisible until End of Encounter or until you attack.
MIRROR IMAGE : Minor, Self Effect : You conjured [HLv] Duplicates in the same square as yourself. You gain a +2 power bonus for each Duplicate against Melee and Ranged Attacks. Each time a Melee or Ranged attack misses you, a duplicate disappears and your power bonus goes down by 2. It does not protect against Area or Burst powers. Max HLv (non-augmentable) : 4
SCORCHING RAYS : Full-Cast, Ranged 5, Atk +2 vs Reflex Special : You can target 2 targets if you are above Lv 6, and 3 targets if you are above Lv 10. Hit : [Lv]d6 + Stat Fire damage. Max Lv : 8. Miss : [HLv]d6 + Stat Fire damage. Max HLv : 4
SEE INVISIBLE : Minor, Self Effect : Until End of Encounter, you can see Invisible Objects and Creatures. They can still stealth or hide normally from you.
STAT DRAIN : Full-Cast, Melee Touch, Atk vs Reflex Special : When you complete casting, you have until the end of your Turn to attack with the Spell as a Minor Action. You can still attack with the Spell as a Free Action at the Start of your Turn if there is a suitable target. Hit : 2d8 + Stat, and Target takes [HLv] Penalty to all Attacks, AC and its highest NAD until ENT. Max HLv : 4 After-effect : [HLv] Penalty to all Attacks, AC and its highest NAD until ENT (SE). Miss : Target takes [HLv] Penalty to Attack until ENT.
VARIABLE RESISTANCE : Imm Int, Self Trigger : You are hit by an Attack that does either Acid, Lightning, Fire, Cold, Thunder, Necrotic, Radiant damage. Effect : You gain Resist 5 against that damage type until the End of the Encounter. This becomes Resist 10 at Lv 11 and Resist 15 at Lv 21.
WEB : Standard, Area Burst 2 within 20 squares (All Creatures), Atk vs Reflex Hit : Target is Immobilised (SE). Effect : The zone is DT until end of Encounter. Any creature that ends its movement inside the Web is Immobilised (SE).
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Post by Zyraen on Nov 14, 2012 9:36:51 GMT 8
LEVEL 5 SPELLS
DISPEL MAGIC : OOE, Standard, Ranged 10, Special Special : You can target an Enemy, an Ally, a Zone, or an Area Burst 2 within 10 with this power. If it is an Area Burst 2, you become aware of which Enemies are in the Burst and decide which Enemy to apply the Dispel to. If it is a Arcane, Divine, Primal Zone, make an Atk vs Will of the Caster. For each Arcane, Divine, Primal effect on the Target, make an Atk vs Will of the Caster. Hit : If a Zone is hit, it ends immediately. All effects that are hit, end immediately. Effects that are cast by your Allies also end. Note : If there are more than 2 effects on the target, the DM can ask the Player to roll 3 d20s and take the middle score.
FIRE BALL : Full-Cast, Area Burst 3 in 20 (All Creatures), Atk vs Reflex Hit : [Lv]d6 + Stat Fire damage, knocked prone. Max Lv : 10 Miss : [HLv]d6 + Stat Fire damage. Max HLv : 5
FLY : OOE, Standard, Melee Touch (Self or Ally) Effect : Target gains Fly Speed equal to its normal Speed until ENT. Sustain Minor : Effect lasts until ENT. After-effect : If Target is above the ground, at the Start of its Turn it slowly falls 50' per Round for the next 3 rounds. It lands safely during this 150', otherwise it falls after that.
HASTE : Standard, Close Burst 5 (Self or Ally, any 2 Targets) Effect : Target gains +1 power bonus to Attack, AC, Reflex, +5 power bonus to Speed, and if slowed its movement is 4 squares. This effect lasts until ENT. Minor Sustain : The effect lasts until ENT.
HEROISM : Standard, Melee Touch (Self or Ally) Effect : Target gains +2 Power Bonus to all Attacks, NADs and Saving Throws until End of Encounter.
HOLD ENEMY : Standard, Ranged 10, Atk vs Will Hit : Target is Restrained (SE). Miss : Target is Slowed ENT.
LIGHTNING BOLT : Full-Cast, Ranged 20 up to 3 targets, Atk vs Reflex Hit : [Lv]d6 + Stat Lightning Damage. Max Lv : 10 Miss : [HLv]d6 + Stat Lightning damage. Max HLv : 5
PROTECTION FROM ENERGY : OOE, Standard, Melee Touch (Self or Ally) Effect : The Spell can absorb up to [Lv]X8 of Acid, Lightning, Fire, Cold, Thunder damage on the Target. Max Lv : 10. This lasts until End of Encounter, until all the Absorption is used up, or up to 15 minutes, whichever is shortest.
SLOW : Standard, Close Blast 5 (Enemies only), Atk vs Will Hit : Target is Slowed, grants CA and takes -2 penalty to Attack (SE All). Miss : Target is Slowed until ENT.
SUGGESTION : OOE, Standard, Ranged 5, Atk vs Will (Special) Special : You make a reasonable, non-harmful non-dangerous request of the non-hostile Creature that can understand you. Hit : The Creature agrees to the suggested task and spends up to the next 8 hours at the task, or until it is completed. You can also specify conditions that will trigger a certain action / activity, and if the conditions are not met within the next 8 hours, the task is not performed. Special : Mindless Creatures etc are immune to this Spell.
TONGUES : OOE, Standard, Melee Touch (Self or Ally) Effect : Target can understand and speak any spoken language. It does not grant the ability to understand non-verbal language or cues.
TWIST OF SPACE : Standard, Area Burst 2 within 10 (Any Creature you wish to Target), Atk vs Will Hit : 1d6 + Stat Force damage, and Target is teleported 3 squares and slowed until ENT. Miss : Target either slides 1 square or is knocked prone.
WATER BREATHING : OOE, Standard, Close Burst 10 (Self and All Allies) Effect : All Targets can breathe water normally. The Spell does not make targets unable to breath Air, and does not confer benefits for Aquatic Combat. This effect lasts for 6 hours or until your next Extended Rest.
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Post by Zyraen on Nov 14, 2012 18:17:21 GMT 8
LEVEL 7 SPELLS
CLINGING FOG : Standard, Area Burst 2 within 10. Effect : The area is filled with Fog, turning the Area into Heavily Obscured squares. The Zone is DT to all Creatures and lasts until ENT. When an Creature starts its Turn within the Zone or enters the Fog, make the following Attack. Attack : Atk vs Reflex Hit : Target is Slowed until ENT. Minor Sustain : The Zone lasts until ENT.
CRUSHING DESPAIR : Standard, Close Blast 5 (All Creatures), Atk vs Will Hit : 2d8 + Stat Psychic damage, and Target takes -2 to all Attacks, Saving Throws, Checks and Damage rolls (SE all). Special : Mindless Creatures ignore this Spell.
DIMENSIONAL ANCHOR : Standard, Ranged 10, Atk vs Reflex. Hit : 3d6 + Stat Force damage. Target cannot Teleport, and loses Phasing and Insubstantial traits (SE all). Miss : Target cannot Teleport, and loses Phasing and Insubstantial traits until ENT.
DIMENSION DOOR : Move, Self Effect : You Teleport to a square within Close Burst 10 that you can see. This increases to Close Burst 15 at Lv 11 and Close Burst 20 at Lv 21.
FIRE SHIELD (BLUE) : Minor, Self Effect : You are surrounded in a Shield of Blue Fire that moves with you, until ENT. While the Shield is in effect, Fire Attacks do half damage to you, and enemies that hit you with Melee Attacks take 1d8 Cold damage ; this increases to 2d8 at Lv 11 and 3d8 at Lv 21. Minor Sustain : The Shield lasts until ENT. Special : Fire Shield (Red) and Fire Shield (Blue) are two versions of the same Spell. You only need to learn the Spell once, and memorise it as Fire Shield. On casting, you decide if you want it to be Red or Blue.
FIRE SHIELD (RED) : Minor, Self Effect : You are surrounded in a Shield of Red Fire that moves with you, until ENT. While the Shield is in effect, Cold Attacks do half damage to you, and enemies that hit you with Melee Attacks take 1d8 Fire damage ; this increases to 2d8 at Lv 11 and 3d8 at Lv 21. Minor Sustain : The Shield lasts until ENT. Special : Fire Shield (Red) and Fire Shield (Blue) are two versions of the same Spell. You only need to learn the Spell once, and memorise it as Fire Shield. On casting, you decide if you want it to be Red or Blue.
GREATER INVISIBILITY : Standard, Melee Touch (Self or Ally) Effect : You become Invisible and do not provoke OAs until End of Encounter. If you Attack on your Turn, until ENT, your Enemies can try to locate you with a Perception check against your Stealth. If they succeed, you count as Partially Concealed against them. If you are performing a Full-Cast Spell, they are treated as having Located you.
ICE STORM : Full-Cast, Area Burst 3 within 20 (All Creatures), Atk vs Reflex. Hit : [Lv]d6 + Stat Cold damage and Slowed ENT. Max Lv : 12 Miss : [HLv]d6 + Stat Cold damage. Effect : Zone is DT until End of Encounter.
ILLUSORY CHASM : Standard, Area Burst 2 within 10, Atk vs Will. Hit : Target falls prone and is immobilised (SE). Miss : Target is slowed until ENT. Effect : The area becomes a Zone until ENT. Any Enemy that starts its turn in the Zone or enters it is subject to the following attack. Attack : Atk vs Will Hit : Target is knocked prone. Minor Sustain : The Zone lasts until ENT.
ILLUSORY WALL : Standard, Wall 8 within 10 Effect : The Wall blocks LOS for Enemies but not for Allies, and lasts until ENT. It does not block LOE. If an Enemy tries to move through the Wall, or spends a Move Action to actively try to see through the Wall, make the following attack. Attack : Atk vs Will Hit : The Creature cannot move into the Wall's space and cannot see through the Wall Miss : The Creature ignores the Wall until End of Encounter. Minor Sustain : The Wall lasts until ENT.
MINOR SEQUENCER : Full-Cast, Special Effect : You cast 2 Lv 3 or below Standard or Full-Cast Spells that you know. On top of the Spell Slot used for Sequencer, you expend an additional Spell Slot or Spell (if you have the requisite Feats). You can target them separately. You can choose to cast 2 At Will Powers instead, in which case you do not expend an additional Spell Slot. Special : You can cast a Quickened Minor Sequencer, but only if the 2 Spells are either Quickened or take only a Standard Action. Minor Sequencer may never be cast instantly as part of any other Sequencer or Contingency Spell. Minor Sequencer cannot be learnt by Purchasing it.
PHANTASMAL KILLER : Full-Cast, Ranged 10, Atk vs Will. Hit : Make a Secondary Atk vs Fort. If the Secondary Atk Hits, the Target takes [Lv]X6 Psychic Damage and is Stunned (SE). Max Lv : 12 Miss : If either Attack misses, the Target takes [HLv]d6 Psychic Damage and is Stunned ENT. Max HLv : 6 Special : Note that a Quickened Phantasmal Killer only needs to hit against Will.
POLYMORPH : OOE, Standard, Melee Touch (Self or Ally) Effect : Target takes another non-gaseous form for up to 1 hour, of any following origins : Aberrant, Construct, Elemental, Fey, Natural, Shadow. The Target gains the Movement mode of its new Form, and any Vulnerabilities (but not Resistances and Immunities) as well. The Target can end this as a Minor Action. The Form must be no more than 1 size category different from the Target's original Form.
REMOVE CURSE : OOE, Standard, Melee Touch (Creature or Item) Effect : Remove Curse instantly removes all curses on an object or creature. It does not remove a curse from an item, but it allows the afflicted creature to remove such a Cursed Item and get rid of it. Certain Special Curses may not be countered or only countered by a Caster of a Higher Level than the original Caster.
STONESKIN : Standard, Self Effect : The Spell can absorb up to [Lv]X8 of Untyped damage on the Target. Max Lv : 12. While it is in effect, the Target has Resist 10 against Untyped Damage, which is deducted from the amount of damage the Spell can Absorb. This increases to Resist 15 at Lv 21. This effect lasts until End of Encounter, until all the Absorption is used up, or up to 15 minutes, whichever is shortest.
WALL OF FIRE : Standard, Wall 8 within 10 Effect : The Wall of Fire blocks LOS but not LOE for All Creatures, and squares inside the Wall are treated as DT. The Wall lasts until ENT. It does not block LOE. When a Creature starts its Turn adjacent to the Wall or enters a Square adjacent to the Wall, make the following Attack. Attack : Atk vs Reflex Hit : 2d6 + Stat Fire damage. Creatures starting their Turn inside the wall or entering the wall automatically take 5d6 + Stat Fire Damage. Minor Sustain : The Wall of Fire lasts until ENT.
WALL OF ICE : Standard, Wall 8 within 10 Effect : The Wall is Blocking Terrain, which blocks LOE and LOS, and lasts until ENT. The entire Wall is treated as DT, and requires a DC 25 Athletics check to climb. Because it is DT, it would take 3 squares of movement to climb 1 square up the Wall of Ice. Each square of the Wall has Hitpoints equal to your Bloodied Value, and attacks against the Wall automatically hits. If a Square is destroyed, an adjacent wall that is above it does not collapse into that square. Minor Sustain : The Wall of Ice lasts until ENT.
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Post by Zyraen on Nov 14, 2012 18:17:30 GMT 8
LEVEL 9 SPELLS
BALEFUL POLYMORPH : Full-Cast, Ranged 5, Atk vs Fort (Bloodied Enemy) Hit : If the Target has less than [Lv]X6 + Stat HP, it is instantly transformed into a Tiny Animal that can survive in the place, leaving its equipment behind. Otherwise, it takes [Lv]d6 + Stat Psychic damage. Max Lv : 14 If it is reduced to 0 HP by the Spell, it is instantly turned into a Tiny Animal, dropping its equipment. Miss : [HLv]d6 + Stat Psychic damage. Max HLv : 7. Special : If there is no Tiny Animal that can survive in the location, the struck target just takes Psychic damage.
BREAK ENCHANTMENT : OOE, Standard, Close Blast 5 Effect : The targets are freed from afflicting Enchantments, Transmutations, Curses, etc that were cast by someone no more than 2 levels higher than the Caster.
CLOUDKILL : Standard, Area Burst 3 within 10 (All Creatures) Effect : You set up a heavily obscured Zone that lasts until ENT, and can make following Attack against Creatures that start within the Zone or enter it. Attack : Atk vs Fortitude Hit : 4d6 + Stat Acid, Poison Damage. Miss : Half-damage. Minor Sustain : The Zone lasts until ENT. Special : Cloudkill automatically kills Minions that are caught within it, even if it Misses.
CONE OF COLD : Full-Cast, Close Blast 5 (All Creatures), Atk vs Reflex. Special : When you complete casting, you have until the end of your Turn to attack with the Spell as a Minor Action. You can still attack with the Spell as a Free Action at the Start of your Turn if there is a suitable target. Hit : [Lv]d6 + Stat Cold damage and Immobilised ENT. Max Lv : 14 Miss : [HLv]d6 + Stat Cold damage and Slowed ENT. Max HLv : 7 Effect : Zone is DT until ENT.
DOMINATE : Full-Cast, Ranged 5, Atk vs Will Hit : Target is Dominated until ENT. After-effect : Target is Dominated (SE). Miss : Target is Dominated until ENT. Special : This spell can be Quickened.
FEEBLEMIND : Standard, Ranged 10, Atk vs Will Hit : 2d8 + Stat Psychic damage. Target is Dazed (SE) and cannot use Any Powers except At Will Powers (SE). These are 2 separate effects. Miss : Target is Dazed until ENT.
MASS FLIGHT : OOE, 5 minutes, Close Burst 5 (Self and Allies) Effect : All Targets gains Fly Speed equal to its normal Speed for the next 8 hours. Sustain Minor : Effect lasts until ENT. After-effect : If Target is above the ground, at the Start of its Turn it slowly falls 50' per Round for the next 3 rounds. It lands safely during this 150', otherwise it falls normally after that.
PHANTOM HOUND : Minor, Close Burst 10 Effect : You conjure a medium Spectral Hound in an unoccupied square within Close Burst 10. The Hound lasts until ENT. When you move, the Hound can take a Move Action with Fly Speed 8. It can also attack or charge as a Standard Action and does not provoke OAs. It ignores all Damage and Effects, but if you are not able to take actions, nor can the Hound. Attack : Atk vs Reflex Damage : 2d6 + Stat Force, Psychic Damage. This increases to 4d6 at Level 21. Minor Sustain : The Hound lasts until ENT. Special : The Hound can make Opportunity Attacks, but uses your Opportunity Action.
TELEPORTATION FIELD : Standard, Area Burst 2 in 10, Atk vs Reflex Hit : 1d8 + Stat Force damage. Target is teleported to another square within the Zone. Effect : You can Teleport any Ally within the Zone to another Square in the Zone, and you set up a shimmering Zone that lasts until ENT. As a Move Action, you and your Allies can Teleport from any Square in the Zone to another Square in the Zone. As a Move Action, you can Teleport any of your Allies inside the Zone to another square in the Zone. Minor Sustain : The Zone lasts until ENT. You can make the following Attack with a Standard Action. Attack : Atk vs Reflex Hit :1d8 + Stat Force Damage. Target is Teleported to any square within the Zone. Special : Note that Teleportation requires LOS. Your Ally will need LOS to Teleport to the Destination Square. If you Teleport another Creature, you must have LOS to both the Creature and the Destination Square.
WALL OF FORCE : Standard, Wall 8 within 10 Effect : The Wall is Blocking Terrain, and blocks LOE but not LOS, and lasts until ENT. The Wall requires a DC 20 Athletics check to climb and is impervious to damage. It can be destroyed by a Dispel Magic, Disintegrate and other Object-targeting Spells. Minor Sustain : The Wall of Force lasts until ENT.
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Post by Zyraen on Nov 14, 2012 18:17:38 GMT 8
LEVEL 11 SPELLS
CHAIN LIGHTNING : Full-Cast, Ranged 20 (1 target), Atk vs Reflex Hit : [Lv]d6 + Stat Lightning Damage. Max Lv : 16 Miss : [HLv]d6 + Stat Lightning Damage. Max HLv : 8 Effect : Make a Secondary Attack against all Enemies within Close Burst 5 of the first Target. They must have LOE from the first Target. Attack : Atk vs Reflex. Hit : [HLv]d6 + Stat Lightning Damage. Max HLv : 8 Miss : Half Damage.
CIRCLE OF DEATH : Full-Cast, Area Burst 3 within 10 (All Creatures), Atk vs Fort (Special) Special : Resolve All the Hits, and arrange the Hit Creatures in ascending Order of remaining HP, from Lowest to Highest. Hit : The Spell does [Lv]d12 + Stat damage. Max Lv : 16. Deal this Damage to the Creature with the least HP first, deducting the HP until it is reduced to 0 HP or all the Damage has been dealt. If there is still more damage to be dealt, move on to the next, until all are reduced to 0 HP or all the Damage has been dealt. Miss : Divide the remaining Damage by half, then deal it to the Missed Target with the least HP. If there is still more damage to be dealt, move on to the next. Special : Minions should be treated as if they have HP equal to Half their Level. Undead ignore this Spell.
CIRCLE OF UNDEAD RUIN : Full-Cast, Area Burst 3 within 10 (All Undead Creatures), Atk vs Fort (Special) Special : Resolve All the Hits, and arrange the Hit Creatures in ascending Order of remaining HP, from Lowest to Highest. Hit : The Spell does [Lv]d12 + Stat damage. Max Lv : 16. Deal this Damage to the Creature with the least HP first, deducting the HP until it is reduced to 0 HP or all the Damage has been dealt. If there is still more damage to be dealt, move on to the next, until all are reduced to 0 HP or all the Damage has been dealt. Miss : Divide the remaining Damage by half, then deal it to the Missed Target with the least HP. If there is still more damage to be dealt, move on to the next. Special : Minions should be treated as if they have HP equal to Half their Level. Living Creatures ignore this Spell.
CONTINGENCY : OOE, 1 Minute, Special Effect : Specify a Condition and 1 Lv 11 or below Spell that you have Memorised or have requisite Spell Slots to use. This Spell must be either Quickened or take only a Standard or Minor Action, and can only be targeted at yourself. When that Condition is fulfilled, as a Free Action the Spell is Cast, expending the required Spell Slot. If you do not have the required Spell memorised or have insufficient Spell Slots to cast that Spell, it is simply not cast and the Contingency is wasted. Contingency ends after you complete an Extended Rest. Special : When you cast a Contingency, it replaces all previous Chain Contingencies and Contingency spells that are in effect. Contingency may never be cast instantly as part of any other Sequencer or Contingency Spell.
Note : Players are advised to write down the Contingency on their Character Sheet carefully and show it to the DM. In the case of ambiguity because it was not written, DM's judgment to apply. Remember you cannot Quicken Spells unless you have no casting limit for Spells of that Level.
DISINTEGRATE : Full-Cast, Ranged 10, Atk vs Fort Hit : [Lv]d10 + Stat damage. Max Lv : 16 If the Target is reduced to 0 HP, it is disintegrated and destroyed without a trace, though its equipment is intact. Miss : 5d10 + Stat damage. If the Target is reduced to 0 HP, it is disintegrated and destroyed without a trace, though its equipment is intact.
FLESH TO STONE - Full-Cast, Ranged 10, Atk vs Fort (Bloodied Enemy) Hit : If the Target has less than [Lv]X6 + Stat HP, it is instantly Petrified, along with all its equipment. Otherwise, it takes [Lv]d6 + Stat damage. Max Lv : 16 If it is reduced to 0 HP by the Spell, it is instantly Petrified, along with all its equipment. Miss : [HLv]d6 damage. Max HLv : 8. If it is reduced to 0 HP by the Spell, it is instantly Petrified, along with all its equipment. Special : Only creatures that have Flesh are affected.
PHASE GATE : Standard, Special Effect : Choose a 1st unoccupied Square within Close Burst 5 of you. Then choose a 2nd unoccupied Square within Close Burst 10 of the 1st Square. The Squares are now linked by a shimmering Gate, and are treated as Adjacent for the purpose of Movement. The Gate can be used by Allies and Enemies alike. Creatures that have at least 1 square in a Gate can move 1 square into the other Gate. The Movement from 1 Gate to the Other is Teleportation, and provokes no OA. If the square of 1 Gate is occupied, the Gate may not be used.
MASS HEROISM : Standard, Close Burst 5 (You and all Allies) Effect : All Targets gains +2 power bonus to Attack Rolls, NADs and Saving Throws until ENT. Minor Sustain : Effect lasts until ENT.
MASS STAT ENHANCEMENT : Standard, Close Burst 5 (You and all Allies) Effect : All Targets gains +4 power bonus to a Stat (Str, Dex, Con, Int, Wis, Cha) until End of Encounter. The resulting +2 power bonus affects all Checks, Attack Rolls, Damage Rolls, Defenses etc. However, a Con bonus does not add more HP or Healing Surges, instead the Target gains 4 THP. Note that the Stat must be the same for all the Targets.
MISLEAD : Standard, Self Effect : You become Invisible until End of Encounter, as per Greater Invisibility, and an Illusory Duplicate of yourself appears in your Square and lasts until ENT. Your Duplicate has defenses equal to yours, less any Power bonuses etc, and it can take a Move Action when you Move. Make an Attack against all Enemies that can see your Duplicate. Attack : Atk vs Will. Hit : The Target treats your Duplicate as if it were real. They take a -10 Perception checks against you. This lasts until the Target Hits your Duplicate, then they no longer take a -10 penalty to Perception check against you. Miss : They realize the Duplicate is false and can make Active Perception checks against you. Sustain Minor : The Duplicate lasts until ENT.
REPULSION : Standard, Close Burst 3 (all Creatures) Effect : You create an Invisible Zone centred on you, and that moves with you. It lasts until ENT. When a Creature starts inside or is about to enter the Zone, make following Attack. Attack : Atk vs Will. Hit : The Creature cannot move closer to you until ENT. Minor Sustain : The Zone lasts until ENT.
STONE TO FLESH : OOE, Standard, Special Effect : This reverses the effect of Flesh to Stone Spell. It has no effect if the target was previously a real statue etc.
TRANSFORMATION : Minor, Self Effect : You gain Melee Training (highest Stat) and gain a +5 Power bonus to Weapon Damage, and Proficiency in all Simple and Military Weapons. You are also treated as benefiting from an appropriate Enhancement bonus of +1 per 5 Levels, rounded up. You gain a +3 Power Bonus to AC, +2 THP per Level. If you are wielding an Implement that is not a weapon, you can treat it as a +2 Proficiency Improvised Weapon that does 1d8 Weapon Damage. You cannot cast any Spells while Transformed into a Fighter. This effect remains until End of Encounter or until you end it as a Minor Action.
TRUE SEEING : OOE, Minor, Self Effect : You gain Darkvision, ignore all Concealment, all Illusions and can see all Magical Traps and Wards that are within Sight. This lasts until End of Encounter.
VEIL : OOE, Standard, Close Burst 5 Effect : Disguise for the whole Party. Until End of Encounter or for the next 15 minutes, whichever is shorter, you and All your Allies within the Burst look like another person. You can look like a Specific Individual you have seen before, or a member of a different Humanoid Race that is the same Size category as you. You and each Ally make a Bluff check with a +7 power bonus. This is the DC for an viewer to notice that it is a Disguise. If you speak with under Disguise to someone who knows the Specific Individual you are disguised as, make an Atk vs Will as a Free Action every round of interaction. If at any time you miss, the individual realises it is a Disguise.
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Post by Zyraen on Nov 14, 2012 18:17:46 GMT 8
LEVEL 13 SPELLS
DELAY BLAST FIREBALL : Full-Cast, Area Burst 3 within 20 (All Creatures). Effect : A small Flaming Sphere appears in the origin square. It lasts until you detonate it as a Free Action during your Turn, or until an Enemy enters the Origin Square. When it detonates, make the following attack on all Creatures in the Burst. Attack : Atk vs Reflex. Hit : [Lv]d6 + Stat Fire damage and Knock Prone. Max Lv : 18. Miss : [HLv]d6 + Stat Fire damage. Max HLv : 9 Special : For each round of Delay, the spell does an extra 2d6 damage, up to 6d6 extra. Rounds spent during Time Stop do not count towards this.
ETHEREAL JAUNT : Standard, Self Effect : You are Insubstantial, Phasing, Flying, Move at Half-Speed until ENT. If you take Force damage, you take full damage from it. You cannot attack any creatures except other Insubstantial Creatures, which take full damage from your Attacks. You can end this Effect as a Free Action on your Turn. Minor Sustain : Effect lasts until ENT.
FINGER OF DEATH : Full-Cast, Ranged 10, Atk vs Fortitude. Hit : If the Target is Bloodied and has less than ( [Lv]X8 + Stat ) HP, it is instantly reduced to 0 HP. Otherwise, treat it as a Miss. Max Lv : 18. Miss : [Lv]d8 + Stat necrotic damage.
FORCE CAGE : Full-Cast, Area Burst 2 within 10 (All Creatures) Effect : You set up following Zone that lasts until ENT, and can make following Attack against all Creatures within the Zone. Attack : Atk vs Reflex. Hit : The Creature cannot leave the Zone while it is in effect, except using Teleportation. No Physical Attacks can be made through the Zone. Non-Physical Attacks, ie Magical Attacks can be made through the Zone. The Walls of the Zone grant partial Cover & Partial Concealment. Enemies can attack the Force Cage. Each attack automatically hits. The Force Cage has HP equal to twice your Maximum HP. Miss : The Creature falls prone in the closest unoccupied Square adjacent to the Zone. Minor Sustain : The Zone lasts until ENT. Special : The Zone is immediately cancelled if there is any Creature or Obstacle like a Rock, that is not fully within the 4x4x4 area.
LIMITED WISH : Standard, Self or Ally or Enemy in Sight. Effect : Choose one of the following : a) You or Ally gains +7 to 1 Attack rolls and treats a natural 18-20 as a Critical Hit, until ENT. b) You or Ally can make a Save against all Effects that a Save can End, with a +4 power bonus to Saves until ENT. c) You or Ally gains THP equal to Bloodied Value d) You or Ally who is a Leader can use an Encounter Healing Power (Healing Word, Majestic Word, Inspiring Word, Ardent Surge, etc) as a Free Action. This does not expend any use of the Healing Power. e) You or Ally gains +7 to all Defenses until ENT. f) You or Ally gains +2 to all Defenses until End of Encounter. g) You or Ally gains Resist 10 to all until ENT. This Resistance increases to Resist 15 at Lv 21. h) Enemy takes -7 to all Saving Throws until ENT. i) Enemy takes -7 to Attack rolls until ENT. j) Enemy is Stunned (SE) k) Enemy takes -2 to all Defenses until End of Encounter. l) Enemy gains Vulnerability 10 to all until ENT. This increases to Vulnerability 15 at Lv 21.
MASS INVISIBILITY : OOE, Full-Cast, Close Burst 10 Effect : You and all Allies that are within Close Burst 10 of you are Invisible. This Invisibility lasts for 5 minutes or until a person under the effect of the Invisibility Attacks or Interacts with something, whereupon Only that Person becomes Visible.
PROJECT IMAGE : Minor, Close Burst 20 Effect : Duplicate of Self is formed within Close Burst 20 and lasts until ENT. You can see, talk and attack from the Duplicate as if you were in its square. You are treated as Blinded and Deafened while the Duplicate is in effect. When you Move, the Duplicate can take a Move action as well. You can end the Projection as a Free Action on your Turn. You must maintain LOE within Close Burst 20 to it at all times, even for a moment, or it disappears. So if you Teleport etc, it disappears. Minor Sustain: Duplicate lasts until ENT.
REVERSE GRAVITY: Full-Cast, Area Burst 3 in 20 (All Creatures) Effect : You set up a Zone, and can make following Attack against all non-Flying Creatures entering the Zone or starting in it. Attack : Atk vs Reflex. Hit : Target falls 200' (40 squares) up or until the next solid surface, but does not take damage. Miss : Target is Knocked Prone. If the Target stands up while in the zone, you can repeat the Attack against them as a Free Action. Standard Sustain : The Zone lasts until ENT. After-Effect : Once the Zone ends, every creature inside falls and takes appropriate falling damage (20d10 by default). This can be mitigated by respective Acrobatics Checks.
SEQUENCER : Full-Cast, Special Effect : You cast 2 Lv 9 OR 3 Lv 5 Spells that you know. On top of the Spell Slot used for Sequencer, you expend an additional Spell Slot or Spell (if you have the requisite Feats). You can target them separately. Special : You can cast a Quickened Sequencer, but only if the 2 Spells are either Quickened or take only a Standard Action. Sequencer may never be cast instantly as part of any other Sequencer or Contingency Spell. Sequencer cannot be learnt by Purchasing it.
SPELL TURNING : Standard, Self Effect : Roll 1d4. This is the number of Encounter Powers you can absorb, when cast by Enemy 1d4 levels higher than you. Each time it neutralises an Daily / Encounter Power, the 1d4 drops by 1. Then roll 1d10 : 1-7: the Power is neutralised ; you ignore it. 8-9: You suffer the full effects of the Power as normal, and so does the Caster, that takes the exact same damage and effect as you do. 10: Both you and the Caster are Stunned until ENT. Your Spell Turning ends. The Spell Turning Shield fades when the Spell is ended. Intelligent Enemies immediately recognise the effect of the Spell Turning, though they do not know the number of the 1d4 Roll.
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Post by Zyraen on Nov 14, 2012 18:17:53 GMT 8
LEVEL 15 SPELLS
HORRID WILTING : Full-Cast, Area Burst 4 within 20 (All Creatures), Atk vs Fortitude. Hit : [Lv]d6 + Stat Untyped damage. Max Lv : 20. Miss : [HLv]d6 + Stat Untyped damage. Max HLv : 10 Special : Water/Ice Elementals and Plant Creatures take [Lv]d8 damage instead.
INCENDIARY CLOUD : Standard, Area Burst 3 within 10 (All Creatures) Effect : You set up a heavily obscured Zone that lasts until ENT, and can make following Attack against Creatures that start within the Zone or enter it. Attack : Atk vs Reflex Hit : 6d6 + Stat Fire Damage. Miss : Half-damage. Minor Sustain : The Zone lasts until ENT.
MAZE : Full-Cast, Ranged 10, Atk vs Reflex. Hit : Target is removed from Play until ENT. Miss : Target is removed from Play until ENT. You cannot sustain the Maze.
Move Sustain : Make the following Attack against the Mazed Target (even if there is no LOE) Attack : Atk vs Reflex Hit : Target remains removed from Play until ENT. Miss : The Target returns back in play, but is Dazed ENT. You cannot sustain the Maze.
POLAR RAY : Full-Cast, Ranged 10, Atk vs Reflex. Hit : [Lv]d10 + Stat Cold damage and target is Immobilised (SE). Max Lv : 20. Miss : [HLv]d10 + Stat Cold damage, and target is Immobilised until ENT. Max HLv : 10
SPECTRAL HAND : Standard, Close Burst 10 Effect : You summon a medium-sized Spectral Hand conjuration within Close Burst 10 of you, that lasts until ENT. It does not provoke OA and cannot be damaged. When an Enemy starts its Turn adjacent to the Spectral Hand, or enters a Square adjacent to the Spectral Hand, you can make the following attack. Note that whenever the Hand attacks anyone except a Target that is already Grabbed, it releases the previously grabbed Target. Attack : Atk vs Reflex. Additional +2 Atk if the target is grabbed by it. Hit : 6d8 + Stat damage. Target is pulled into the Spectral Hand's square. The Target is Grabbed, Restrained, takes -4 penalty to Escape until ENT. You cannot attack again with the Spectral Hand until ENT. Miss : The Spectral Hand moves up to 2 squares. Minor Sustain : The Spectral Hand must be within Close Burst 10 of you for you to Sustain it. Then it moves up to 5 squares.
STUN POWER WORD : Full-Cast, Ranged 10 (1 Bloodied Creature), Atk vs Will Hit : If the Target has more than [Lv]X8 HP treat it as a Miss. Max Lv : 20. Else, the Spell hits and the Target is Stunned (SE). After-effect : Stunned (SE). Miss : Target is Stunned ENT.
SUNBURST : Full-Cast, Area Burst 3 in 20 (All Creatures), Atk vs Reflex. Hit : 6d6 + Stat Radiant Damage, Blinded (SE). If the Target is Undead, it takes [Lv]d6 Radiant damage instead. Max Lv : 20 Miss : Half-damage. Special : Sunburst dispels all Zones within its Area that grants Concealment or Cover.
TRUE SEQUENCER : Full-Cast, Special Effect : You cast 2 Lv 11 Spells that you know, OR 3 Lv 7 Spells. On top of the Spell Slot used for True Sequencer, you expend an additional Spell Slot or Spell (if you have the requisite Feats). You can target each Spell separately. Special : You can cast a Quickened True Sequencer with Epic Quickening, but only if all the Spells are either Quickened or take only a Standard Action. True Sequencer may never be cast instantly as part of any other Sequencer or Contingency Spell. True Sequencer cannot be learnt by Purchasing it.
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Post by Zyraen on Nov 14, 2012 18:18:00 GMT 8
LEVEL 17 SPELLS
CHAIN CONTINGENCY : OOE, 1 Minute, Special Effect : Specify a Condition and up to 1 Lv 15 OR 2 Lv 13 OR 3 Lv 11 Spells that you have Memorised or have requisite Spell Slots to use. These Spells must be either Quickened Spells or take only a Standard or Minor Action, and you cannot use Limit Augmentation on these spells. When that Condition is fulfilled, as a Free Action all the Spells are Cast, expending the required Spell Slots. If you do not have the required Spells memorised or have insufficient Spell Slots to cast that Spell, it is simply not cast. The Spells can only be Targeted at Yourself, or if the Condition specifies an Enemy, it must be targeted at the Triggering Enemy. If a Spell cannot reach the Triggering Enemy, it is expended and lost. Area Spells targeted at the Enemy treat the Enemy as its origin square. Chain Contingency ends after you complete an Extended Rest. Special : When you cast a Chain Contingency, it replaces all previous Chain Contingencies and Contingency spells that are in effect. Chain Contingency cannot be learnt by Purchasing it.
Note : Players are advised to write down the Chain Contingency on their Character Sheet carefully and show it to the DM. In the case of ambiguity because it was not written, DM's judgment to apply. Remember you cannot Quicken Spells unless you have no casting limit for Spells of that Level, or due to Feats.
ENERGY DRAIN : Full-Cast, Ranged 5, Atk vs Fort. Hit : Roll 2d4. The Target takes 2d4 Penalty to all Attack and all Defenses (SE). For each Level of the Caster (without Max Lv), it also loses 7 HP. Aftereffect : 2d4 Penalty to all Attack and Defenses (SE). Miss : Target takes 2d4 Penalty to Attack until ENT. For each Level of the Caster (without Max Lv), it also loses 3 HP.
KILL POWER WORD : Full-Cast, Ranged 10, Atk vs Fortitude. Hit : Target takes [Lv]X8 + Stat necrotic Damage. Max Lv : 22. Miss : [Lv]d8 + Stat necrotic damage.
MASS PHANTASM : Full-Cast, Close Burst 5, Atk vs Will Hit : Make a Secondary Atk vs Fort. If the Secondary Atk Hits, the Target takes [Lv]X6 + Stat Psychic Damage and is Stunned (SE). Max Lv : 22 Miss : If either Attack misses, the Target takes [HLv]d6 + Stat Psychic Damage and is Stunned ENT. Max HLv : 11
METEOR SWARM : Full-Cast, Special. Effect : You cast 4 Fire Balls. Each can be targeted separately and ignore up to 10 points of Fire Resistance. FIRE BALL : Area Burst 3 in 20 (All Creatures), Atk vs Reflex Hit : [Lv]d6 + Stat Fire damage, knocked prone. Max Lv : 10 Miss : [HLv]d6 + Stat Fire damage. Max HLv : 5 Special : If Meteor Swarm is Quickened, treat it as casting 4 Quickened Fire Balls.
TIME STOP : Minor, Self Effect : You gain 2 Full Turns. None of these Actions may be used to Attack, though you can use 1 Full-Cast Power that activates the moment the Time Stop ends. You do not have to Sustain your Powers during this period. If you are taking damage at the Start of your Turn, take the damage at the Start of each Full Turn granted.
WAIL OF THE BANSHEE : Full-Cast, Close Burst 5 (All Creatures), Atk vs Fort. Hit : Living Creatures within the Zone that have less than [Lv]X6 +Stat HP are reduced to 0 HP. Otherwise, they take [Lv]d6 + Stat Necrotic damage. Max Lv : 22 Miss : [HLv]d6 Necrotic damage. Max HLv : 11
WISH : Standard Action. Self or Ally or Enemy within Sight. Effect : Choose from one of following - a) You or an Ally's next Attack is an automatic Crit. b) You or an Ally automatically ends all effects that a Save can End. c) You or an Ally regain 4 Healing Surges and can spend up to 4 of them as a Free Action. d) Ally who is a Leader can use 2 Encounter Healing Powers (Healing Word, Majestic Word, Inspiring Word, Ardent Surge, etc) as a Free Action. This does not expend any use of the Healing Power and does not expend any Surges from those being Healed. e) You or an Ally is immune to all damage until ENT. f) You or an Ally is immune to all effects until ENT. Effects that are already on the Target do not affect the Target, though the Target still gets to Save against them as per normal at the end of the his Turn. g) An effect that is on You or an Ally Ends. This can include Petrifying effects, and other effects that remove an Ally from Play, and can be used even if the Ally is Out of Sight. The DM may decide who this can be used upon, and if not, the Caster can make a difference choice. h) A Dead Ally or Ally that is out of the Encounter comes to back life and is brought back into play with bloodied value HP. This can be used even if an Ally is Out of Sight. The DM may decide who this can be used upon, and if not, the Caster can make a difference choice. i) Enemy automatically fails 2 Saving Throws of your choice. j) Specify an Enemy. You can use this twice until ENT, such that when the Enemy makes any attack that hits, you can tell the DM to treat it as a Miss. This Interrupt applies even after the effects of the power are known. k) Enemy is Stunned and cannot use Encounter Powers (SE Both) Aftereffect : cannot use Encounter Powers (SE) l) Enemy loses its ability to Fly until End of Encounter. m) Enemy gains Vulnerable 6 until End of Encounter. This increases to Vulnerable 9 at Lv 21. n) Enemy loses all Resistances until End of Encounter. Immunities are treated as Resist 10.
o) Temporal Warp. The Encounter immediately ends, and each Member of the Party regains 3 Surges and is treated as just having taken a Short Rest. All Zones and Daily Powers end. You are back to where you were before starting the previous Encounter, and Dead Characters lie dead where they originally stood before the Encounter. The Enemy is back to its original state at the start of the Encounter, as if they had never fought the Heroes before.
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Post by Zyraen on Nov 15, 2012 20:53:11 GMT 8
SPELL LIST BY FUNCTION AND LEVEL The Values given in the following Spells are maximised based on Level.
AREA CONTROL
Grease (Lv 1) : Zone becomes DT, and you can slide and knock prone Enemies in it. Lasts until End of Encounter.
Fog Cloud (Lv 3) : Zone becomes Heavily Obscured. Minor Sustain. Web (Lv 3) : Zone becomes DT until End of Encounter. Any creature ending movement inside is Immobilised (SE).
Clinging Fog (Lv 7) : Heavily Obscured Zone, DT, Creatures entering are Slowed ENT. Illusory Chasm (Lv 7) : Area Burst 2. Enemies are knocked prone and immobilised (SE). When Enemy starts in Zone or enters, can be knocked prone by an Attack. Illusory Wall (Lv 7) : Blocks LOS and prevents Enemies from Attacking / Moving through, until your Atk vs Will misses. Minor Sustain. Wall of Fire (Lv 7) : Blocks LOS but not LOE, counts as DT, does damage to adjacent creatures, auto-damage to those moving through the wall. Minor Sustain. Wall of Ice (Lv 7) : Blocks LOS and LOE. DC 25 to Climb, Wall and Top of Wall counts as DT, generally has to be bashed through. Minor Sustain.
Cloudkill (Lv 9) : Area 3. Heavily Obscured, automatically kills Minions in it, and does Acid, Poison Damage. Teleportation Field (Lv 9) : Area Burst 2. Attack Enemies to teleport them to another square in the Zone. Allies and Self can Teleport to another square in the Zone as a Move Action. Minor Sustain, and can use Standard Action to attack and Teleport another Enemy in the Zone to a separate location in the Zone. Wall of Force (Lv 9) : Blocking Terrain, blocks LOE but not LOS. Impervious to Dmg. Generally have to climb over. Minor Sustain.
Phase Gate (Lv 11) : Joins up 2 separate squares within Burst 10 of each other to be adjacent. Repulsion (Lv 11) : Close Burst 3 centred on Self. Enemies that are Hit cannot move Closer within the zone or into the Zone. Minor Sustain.
Force Cage (Lv 13) : Area Burst 2. Enemies are trapped inside. They can try to destroy the Force Cage or attack with non-physical attacks through it.
Incendiary Cloud (Lv 15) : Area Burst 3. Heavily Obscured Area. does Fire damage.
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PROTECTION
Mage Armor (Lv 1) : AC is set to Level + 19. Does not stack with other effects. Shield (Lv 1) : Imm Int, +4 AC Reflex ENT.
Blur (Lv 3) : Partial Concealment and do not provoke OAs until End of Encounter. Invisibility (Lv 3) : Invisible until End of Encounter or until you Attack. Mirror Image (Lv 3) : Gain up to +8 Defenses against Melee & Ranged Attacks. Each time a Melee or Ranged Attack misses you, Duplicate vanishes and Defenses reduce by -2 until it is 0. Variable Resistance (Lv 3) : Imm Int, Resist 5/10/15 to Typed damage until End of Encounter.
Protection from Energy (Lv 5) : Absorb up to 80 HP of Typed Damage.
Fire Shield (Red or Blue) (Lv 7) : Take half damage from Cold or Fire damage, and does the opposite type of damage to Melee Attackers. Minor Sustain. Greater Invisibility (Lv 7) : Invisible and do not provoke OA until End of Encounter. If you attack, until ENT when you are not Hidden against an Attacker, you only have Partial Concealment against the Attacker. Stoneskin (Lv 7) : Resist 10/10/15 to untyped Damage until 96 HP has been absorbed.
Mislead (Lv 11) : Greater Invisibility, with a Decoy. Enemies that can see the Decoy take an Atk vs Will. If they are hit, they treat it as real and take -10 Perception against you, until they miss your Duplicate.
Project Image (Lv 13) : Image within Close Burst 20. You can cast spells through the Duplicate, but original body is Deafened and Blinded. Minor Sustain. Spell Turning (Lv 13) : Ignore 1d4 Encounter Powers used against you, provided Enemy is not more than 1d4 levels higher than you.
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DAMAGE
Ray of Frost (Lv 1) : Full-Cast, Ranged, 6d6 + Stat Lightning and Slowed ENT. Shocking Grasp (Lv 1) : Full-Cast, Melee, 6d8 + Stat Lightning.
Acid Arrow (Lv 3) : Full-Cast, Ranged, 8d6 + Stat Acid and ongoing 5/10/15 Acid Flaming Sphere (Lv 3) : Persistent Flaming Sphere that can attack and do 2d6 + Stat Damage. Scorching Rays (Lv 3) : Ranged up to 3 Targets. 8d6 + Stat Fire damage.
Fire Ball (Lv 5) : Full-Cast, Area. 10d6 + Stat Fire and knock prone. Lightning Bolt (Lv 5) : Ranged up to 3 Targets. 10d6 + Stat Lightning.
Ice Storm (Lv 7) : Area Burst 3. 12d6 + Stat Lightning, area becomes DT. Phantasmal Killer (Lv 7) : Ranged. If Atk vs Will & Fort both Hit, takes up to 72 damage and Stunned (SE). Else 6d6 damage and Stunned ENT.
Baleful Polymorph (Lv 9) : Ranged. If Target has less than 94 HP, it is polymorphed into a Tiny Animal. Else it takes 14d6 Psychic damage. Cone of Cold (Lv 9) : Close Blast 5. 14d6 Cold and Immobilised ENT. Zone bcomes DT until ENT.
Chain Lightning (Lv 11) : Full-Cast. 16d6 + Stat Lightning, and Burst 5 can take up to 8d6 + Stat Lightning. Circle of Death (Lv 11) : Full-Cast. Spell does 16d10 damage. Damage is dealt to Struck Targets with least HP first, until they are all reduced to 0 HP or the Damage is expended. Circle of Undead Ruin (Lv 11) : Full-Cast. same as Circle of Death, but affects Undead. Disintegrate (Lv 11) : Full-Cast. Ranged. 16d10 + Stat damage . Flesh to Stone (Lv 11) : Full-Cast. Ranged. If target has less than 96 HP, instantly turned to Stone, else takes 16d6 damage.
Delayed Blast Fireball (Lv 13) : Full-Cast. Area Burst. 18d6 + Stat, knocks prone. can be delayed, each 1 Round delay adds 2d6 damage to a max of 3d6. Finger of Death (Lv 13) : Full-Cast. Ranged. If Target Hit is Bloodied and has less than 144 + Stat HP, it is reduced to 0 HP. Otherwise it does 18d8 + Stat damage.
Horrid Wilting (Lv 15) : Full-Cast. Area Burst. 20d6 + Stat damage. Polar Ray (Lv 15) : Full-Cast. 20d10 + Stat Cold.
Kill Power Word (Lv 17) : If Target Hit has less than 176 + Stat HP, it is instantly reduced to 0 HP. Else it takes 22d8 + Stat damage. Mass Phantasm (Lv 17) : Full-Cast. Atk vs Will and Atk vs Fort. If it hits, Enemy takes 132 damage and is Stunned (SE). If either Attack misses, Target takes 11d6 Psychic damage and is Stunned ENT. Meteor Swarm (Lv 17) : Full-Cast. 4 Fireballs of 10d6 + Stat damage and ignores 10 Fire Resistance. Wail of the Banshee (Lv 17) : Living Creatures that are Hit and have less than 132 HP are reduced to 0 HP. Otherwise, they take 22d6 damage. If they are missed, they take only 11d6 damage.
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DEBUFF
Color Spray (Lv 1) : Full-Cast. Stunned ENT, then Blinded (SE) Ray of Enfeeblement (Lv 1) : Full-Cast. Weakened (SE), After-effect : Weakened (SE)
Ghoul Touch (Lv 3) : Full-Cast, Melee. Weakened (SE) and Immobilised (SE) Glitterdust (Lv 3) : Full-Cast, Area, enemies are Blinded (SE). Stat Drain (Lv 3) : Full-Cast, Melee. Enemy takes -4 to all Attacks, AC and highest NAD. (SE)
Hold Enemy (Lv 5) : Ranged. Enemy is Restrained (SE). Slow (Lv 5) : Slowed, grants CA, and -2 to Attack (SE all)
Crushing Despair (Lv 7) : Close Blast 5, creatures take -2 Attack, Saves, Checks, Damage (SE all) Dimensional Anchor (Lv 7) : Ranged. Target cannot Teleport, be Insubstantial or be Phasing (SE all)
Dominate (Lv 9) : Full-Cast. Dominated ENT, then Dominated (SE). Feeblemind (Lv 9) : Ranged 10 Dazed (SE) and cannot use any Powers except At Will Powers (SE).
Maze (Lv 15) : Full-Cast, Ranged. Removed from Play ENT. Move Sustain : repeat the Attack to Sustain. Spectral Hand (Lv 15) : Spectral Hand can do damage, grab and restrain 1 Target. It does not require many Actions. Minor Sustain. Stun Power Word (Lv 15) : If the Power hits the Enemy who has less than 160 HP, it is Stunned (SE), Aftereffect Stunned (SE). Else is Stunned For 2 Turns. Sunburst (Lv 15) : Full-Cast, Area Burst 3. 6d6 + Stat Radiant damage and Blinded (SE). If Undead is in the burst, they take 20d6 + Stat Radiant instead.
Energy Drain (Lv 17) : Full-Cast. Enemy takes 2d4 Penalty to all Attacks and Defense (SE). After-effect : Penalty Persists (SE).
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BUFF
Wizard's Fury (Lv 1) : Minor Action Magic Missile until ENT.
Enhance Stat (Lv 3) : Ally gains +2 to Attack, possibly Defenses, until End of Encounter.
Fly (Lv 5) : Fly your Speed until ENT. Minor Sustain. Haste (Lv 5) : 2 Allies gain +5 Power Bonus to Speed and +1 Power bonus to Attack, AC, Reflex. Minor Sustain. Heroism (Lv 5) : Target gains +2 Power Bonus to Attack, NADs, and Saving Throws until End of Encounter.
Mass Heroism (Lv 11) : Close Burst 5, same as Heroism. Minor Sustain. Mass Stat Enhancement (Lv 11) : Close Burst 5, same as Enhance Stat.Lasts until End of Encounter.
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MISCELLANEOUS
Charm (Lv 1) : OOE. +7 Bonus to Diplomacy & Bluff Disguise (Lv 1) : OOE. for Bluffing
See Invisible (Lv 3) Dispel Magic (Lv 3)
Suggestion (Lv 5) : Attack in place of making a Diplomacy to ask to do something. Tongues (Lv 5) : Understand and speak any spoken Language Water Breathing (Lv 5) : Whole Party can breathe water for 6 hours.
Dimension Door (Lv 7) : Move Action, Teleport up to 10/15/20 squares. Minor Sequencer (Lv 7) : Cast any 2 Lv 3 Spells, or 2 At Wills, or 1 Spell 1 At Will. Polymorph (Lv 7) : OOE. Turns an Ally into another Form. Remove Curse (Lv 7) : OOE.
Break Enchantment (Lv 9) : OOE Mass Flight (Lv 9) : OOE. Everyone Flies. Phantom Hound (Lv 9) : Hound that can Attack and OA. Sustain Minor.
Contingency (Lv 11) : Specify a Condition and a Lv 11 spell is automatically cast. Stone to Flesh (Lv 11) : OOE. Transformation (Lv 11) : Basically, become a Fighter. Not a good idea. True Seeing (Lv 11) : OOE. Darkvision, ignore all Concealment and Illusions, can see all Magical Traps and Wards. Lasts until End of Encounter. Veil (Lv 11) : Mass Disguise. Ethereal Jaunt (Lv 11) : You are Insubstantial, Phasing, Flying at Half-Speed until ENT. You cannot attack creatures except other Insubstantial Creatures. Minor Sustain.
Limited Wish (Lv 13) : Bunch of cool effects. Mass Invisibility (Lv 13) : As it says. Reverse Gravity (Lv 13) : Full-Cast. Area Burst. Enemies fall up to 200' upwards. Sustain Minor. Sequencer (Lv 13) : Cast 2 Lv 9 Spells or 3 Lv 5 Spells at once.
True Sequencer (Lv 15) : Cast 2 Lv 11 Spells or 3 Lv 7 Spells at once.
Chain Contingency (Lv 17) : Specify a Condition. 1 Lv 15 Spell or 2 Lv 13 Spells or 3 Lv 11 Spells are automatically cast. These Spells can target Enemies. Time Stop (Lv 17) : You gain 2 Full Turns. You cannot attack any Enemies during this period. Wish (Lv 17) : Even more funky effects. You can reset the Encounter (similar to Re-Load the Game)
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Post by Zyraen on Jan 29, 2013 11:28:41 GMT 8
Special Note Due to the large number of Dice, Players can choose to take the average of the Damage, rounded up to the nearest whole number.
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