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Post by Zyraen on Feb 12, 2021 19:03:40 GMT 8
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Post by Zyraen on Feb 12, 2021 19:21:13 GMT 8
SPORES Implement, vs Will. Although they are physical, the effect they have on the targets is similar to being drugged/high. Rot damage.
Lesser Effect (1d4) 1) Unguarded 2) Slowed 3) Fall Prone. The user may change it to Slowed. 4) Dazed. Solos that are dazed by this only lose their move and swift action.
Escalated Effect (1d4+X) 1) Dazed 2) Immobilised or Dazed (user chooses) 3) -Sec to all Attacks 4) -half Sec to all Defenses 5) Weakened 6) Stunned ( Remarks : because the SA3 and SA4 can impose Blinded, there is no blinded in this table)
SPECIAL RULES
Conjuration keyword for the zone of Spores. Creating more than one Spore Cloud ends the previous one(s). The user may use a move action to move the Spore Cloud up to Sec Trait squares ; for the multiple Spore Clouds created by SM4 Eruption, they can all move this distance. This does not provoke OAs. Spore Clouds can be sustained even if they are not within the usual casting range (ie not within Area 1 in 10 squares).
Enemies (not allies) caught in the spores have to make a saving throw or suffer the Lesser Effect which applies until ENT. This saving throw is invoked once as free action on the user's turn (but the player decides when it is made), on the turn the Spore Cloud is created or sustained. If a creature fails its saving throw against the Spore Cloud on your very next turn (ie 2nd failed saving throw in a row), it suffers an Escalated Effect until ENT. If a creature fails a saving throw while suffering an Escalated Effect, the user can choose to leave the original Effect unchanged and apply a Lesser Effect in addition, or change to a different Escalated Effect. Each failed saving throw also causes the creature to take Sec Trait damage (effectively twice Sec Trait with vulnerability).
Failing a saving throw against the cloud counts as being hit for the purposes of any interrupts that have a "you are hit" trigger, even if the trigger specifies certain defenses (such as AC and Reflex).
For avoidance of doubt, Solos that fail a saving throw but remove the effect with Solo Recovery, still are considered to have failed the saving throw, and thus roll on Escalated Effects if they fail their saving throw against the Spore Cloud effect on the user's next turn.
To save time, the Lesser Effect is determined randomly by the user when it is used or sustained, and is the same for all affected creatures. If any Escalated Effect is applied, it is determined separately for each creature affected. The dice rolls for these Effects are made by the user.
Whenever a zone is sustained by a higher level ability than its initial casting, the user may expand it by 1 square (max half Sec times). The zone may also take on the characteristics of its higher level ability, if any, but if it does so, the Spore Cloud increases in Rank based on its new characteristics (affecting its Sustains). Note also that not all higher level characteristics are party friendly. For avoidance of doubt, note that an expanded Spore Cloud cannot be shrunk, although it can be left to end, or ended by using another Spore Cloud ability.
If a Rank3 or Rank4 is used when sustaining it, it also adds +1 or +2 respectively to the Escalated Effect, but only for 1 creature. If the user is able to perceive the creatures in the cloud, the user may observe the results of all the saving throws and Escalated Effects, before deciding on which one to apply the +1 or +2 bonus. Otherwise, it applies to the first Escalated Effect that occurs (user still gets to decide the sequence of rolls).
Because the Spore and Spore Cloud abilities are essentially the same effect, gaining a Mastery allows it to be usable with all the Spore and Spore Cloud abilities.
If the user has the Enlarge feat, Spore Area CAs may be used against all creatures (ie it is not party friendly) in a Spore Cloud, and does not take damage penalties from Enlarge. This works regardless of actual range, but the user must have line of effect to the Spore Cloud, and must be able to see the targets to benefit from them being unguarded.
Penalties to saving throws from this tree do not stack, except with Persistent Mastery. That said, abilities that negate saving throw bonuses aren't simple reductions, thus stack. Rolls of 18-20 on saving throws always succeed.
Normal zone rules require creatures (notably those bigger than medium) to be fully in a zone to suffer the ill effects of it. For avoidance of doubt, Spore Clouds' vulnerability, penalty to saving throws, and need to make saving throws apply as long as at least one square of the creature is in the Spore Cloud.
The user is immune to any negative effect from a Spore Cloud effect, and is automatically missed by the user's own attacks, unless the user chooses otherwise.
The magic item "Devious Wpn/Imp" indicates "When your attack with this weapon delivers an effect that a save can end, the target of the effect takes a -2/4/5 penalty to the first saving throw it makes against the effect." Due to the unusual nature of saving throws in this tree, this penalty applies to saving throws made on the same turn as the user hit the target. If the next saving throw is an automatic failure, this penalty is ignored.
As previously communicated, if an attack (such as Mind Spores) deals no damage, there is no forced movement.
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CA) Addle (ie Command) Ranged 5 Pri vs Will Hit (Spore): 1d8 + Pri damage, and target slides half Sec squares. You may choose to deal no damage, which does not negate the forced movement, and cause the target to make a melee basic attack against an adjacent creature (excluding itself) with half Sec bonus to attack rolls.
CA) Flailing Spores Area 1 in 10 (Foes) Pri vs Will Hit (Spore): 1d8 dmg and target takes -2 penalty to its next attack roll before ENT. After resolving hits, you can choose to deal no damage, but all the targets that are hit automatically fail their next saving throw on this turn against Spore Cloud. Special: If used via Spore Cloud, this ability deals Pri more damage.
CA) Mind Spores Area 1 in 10 (Foes) Pri vs Will Hit (Spore): 1d8 dmg, and for its next saving throw against your Spore Cloud, the target either takes half Sec Trait penalty or its bonus from being an Elite or Solo is negated (your choice, choose once for all targets hit) Special: If used via Spore Cloud, this ability deals Pri more damage.
R) Spore Form Interrupt Trigger: You take damage Effect: After the triggering attack/damage is resolved, you become insubstantial until SNT.
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SA1) Spore Cloud Swift, Area 1 in 10 Effect (Conjuration, Spore Cloud): You create a zone of spores, ie a Spore Cloud, until ENT. Creatures in the zone gain Sec Trait vulnerability against your attacks and zones. Sustain Swift R1 Special: You may expend any Signature ability to regain Spore Cloud.
SA2) Blinding Spores Interrupt, Ranged 5 Trigger: A creature within 5 squares hits you or your ally. Effect: Make this attack against the triggering creature, which does not provoke OAs from the target. Pri Trait vs Will Hit: 1d6 + Pri + Sec dmg, and target is blinded until ENT. Special: This may be used against any creature in a Spore Cloud, as long as the cloud is within 10 squares of you. The target is automatically unguarded against this attack.
SA3) Intensified Cloud Swift, Area 1 in 10 Effect (Conjuration, Spore Cloud): You create a zone of spores, ie a Spore Cloud, until ENT. Creatures in it gain Sec Trait vulnerability, take half Sec penalty to saving throws, and are blinded while in the zone. Creatures entering or starting their turn in the zone take Sec Trait damage (max 1/turn). Sustain Swift R3
SA4) Choking Cloud Swift, Area 1 in 10 Effect (Conjuration, Spore Cloud): You create a zone of spores, ie a Spore Cloud, until ENT. The zone has one of the following effects - Enemies in it gain Sec Trait vulnerability, take half Sec penalty to saving throws, and are blinded while in the zone. - Enemies in it gain Sec Trait vulnerability. All creatures in the zone take Sec Trait penalty to saving throws, and are blinded while in the zone. Creatures entering or starting their turn in the zone take Sec Trait damage (max 1/turn). Sustain Swift R3 : You may switch between the above two effects of the zone when you sustain.
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* - when the user chooses to reroll Lesser/Escalated Effects, he/she may reroll until a result that is different from the original comes up
SM1) Spore Manipulation Swift, Personal or Ranged 10 Effect: Choose one of below - Until ENT, whenever you take a move action, you may also move your Spore Cloud Sec squares. - Target Spore Cloud rerolls* its Lesser Effect, which changes for all afflicted by it. - Target which failed a saving throw this turn and has an Escalated Effect, rerolls* the Escalated Effect (with same mods if any) Special: You may expend any Signature ability to regain Spore Manipulation.
SM2) Spore Meld Interrupt, Personal Trigger: You are hit by an attack Effect: You become invisible until ENT. If you are in a Spore Cloud, you may also shift half Sec squares and make a stealth check if you end your movement within a Spore Cloud.
SM3) Spore Recognition Free, Ranged 10 Effect: Choose a target Spore Cloud and one of below which lasts until ENT - the Spore Cloud treats all your allies as if they were yourself - you may reroll* Lesser Effect with a +1 bonus - you may reroll* one Escalated Effect with a +1 bonus If you do not use the rerolls because no creature failed its relevant saving throw, you regain this ability when it expires.
SM4) Spore Eruption Free, Personal Trigger: You sustain a Spore Cloud with an ability which allows it to expand. Effect: Until ENT, the Spore Cloud instead becomes half Sec (max 4) Spore Clouds, each 3x3 and with at least 1 square within the original Spore Cloud, and the Spore Clouds can overlap. Enemies caught in more than one Spore Cloud suffer the following penalties - half Sec penalty to their saving throw against one Spore Cloud. Note this penalty does not stack with other saving throw penalties from this tree - they make separate saves against each Spore Cloud, but failing against no more than 2. Even if they did not fail a saving throw the previous round, the 2nd failure causes an Escalated Effect. - If a creature already suffering an Escalated Effect fails its saving throw against a Spore Cloud, and is in more than one Spore Cloud, the user may choose to increase their Escalated Effect by 1 step. Note that when sustaining, only one of the Spore Clouds is sustained, unless the user expends an additional Rank2 or higher ability to keep all of the Spore Clouds in play.
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