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View Full Version : D&DSAGA II: Magic-Users, Clerics and Spells.



raitalin
2011-04-07, 08:42 PM
The Fighter and the Rogue (http://www.giantitp.com/forums/showthread.php?t=193822)

Magic-User

2+Int skills, d6 HD, +2 Will, +1 Ref, low BAB

Class Skills: Knowledge (any), Spellcasting
Starting Feats: WP (simple), Arcane Gift, Arcane Ritual Caster

Bonus Feats: Animal Companion, Careful Shot, Far Shot, Improved Defenses, Linguist, Lucky, Melee Defense, Point Blank Shot, Precise Shot, Skill Focus, Skill Training, Weapon Finesse

Talents

Summoner
Improved Command
When commanding a summoned creature you may use a swift action to give a move action and a move action to give a standard action. The target may take swift actions without you giving up an action.

Master Command
Req: Improved Command
Creatures you summon may take swift and move actions without you giving up any actions. You must still give up a move action to give a summoned creature a standard action.

Additonal Summon
Req: Improved Command, Master Command
You may have 2 creatures summoned at the same time.

Augmented Summoning
Creatures you summon gain a +1 to all attacks and defenses, as well as a number of temporary HP equal to you character level.

Master Summoner
You gain an additional move action which you may only use to direct Summoned creatures.

Bonded Summoner
Req: Augmented Summoning
When you use the Summon power you may always summon the same creature. The creature retains any knowledge it may have gained on it's previous summonings, as well as any equipment you have given it. If the creature is defeated it may be summoned again with a new use of the spell.
When you use the Summon spell to summon a bonded creature you must always take a 10, even while threatened.

Interposing Summon
After you cast the Summon spell you may immediately switch positions with the summoned creature as a reaction. This movement does not provoke attacks of opportunity.

Summon Mount
Outside of combat you may use your Summon power to create a mount appropriate to your current terrain. This use of the Summon power does not expend the power, but you can only create one mount at a time.

Beguiler
Sly Spell
You may take a -2 on a Spellcasting check to disguise the casting of a spell. Opponents must make a Perception check versus the result of the casting check to be able to discern that you cast a spell.
This does not eliminate and obvious manifestations of the power, such as a fiery ray, it disguises the hand gestures and magic words associated with casting spells.

Illusion
As a standard action you may spend an action point to create an illusion. The illusion takes any form you wish and you make a Spellcasting check. Whenever a character views the illusion you compare that result to their will defense. If your total exceeds their defense they believe the illusion is real. Any physical interaction with the illusion reveals the ruse. The illusion lasts for a number of minute equal to your character level.

Shadow Illusion
Req: Illusion
If your Spellcasting check exceeds their Will defense illusions you create are not automatically seen through when a target physically interacts with them.
You may use the Summon power to create Shadow creatures. To determine the creature's level make a Spellcasting check with a +10 arcane bonus and refer to the Summon spell.
Shadow creatures target Will defense with their attacks instead of Reflex, but if they miss the target sees through the illusion and no longer takes any damage from it.

Arcane Disguise
Req: Illusion
Using the Deceptive Appearance use of the Deception skill always takes a single Full-round action, not matter how difficult.

Fascinate
Make a spellcasting check. All creatures within 10 squares whose will defense you exceed must pay attention to you. Targets get a -5 to Perception to notice anything other than you. You may maintain this effect as a standard action

Suggestion
Req: Suggestion
As a move action, you may give any creature that you have successfully Fascinated a suggestion. Make a Spellcasting check, if you exceed their will defense you may give the target a single standard action.

Stealth Sphere
You may extend your Invisibility spell so that effects all allies within a 2 square radius. The allies must remain within this area to benefit from the spell.

Enchanter
Targets of your Charm spell get a -1 to attack you or your allies for the rest of the encounter regardless of whether or not you exceed their will defense.

Master Enchanter
Req: Enchanter
The attitude change of targets of you Charm spell are not negated when you or your allies attack the target's allies. They are still negated if you attack the target.


Elementalist
Bolt Spell
When you cast the Ray spell you may make an attack against every enemy in a straight line between you and your target.

Stunning Spell
Req: Bolt Spell
On a successful hit your lightning spells move the target and additional -1 CT.

Caustic Spell
Req: Lingering Damage
On a successful hit your acid spells give the target a -5 to their DT until the end of your next turn

Lingering Damage
On successful hits your elemental spells do 1/2 of their damage again on your next turn.

Slowing Spell
On a successful hit targets of your elemental spells have their speed reduced by 1/2. This effect lasts until the beginning of your next turn.

Immobilizing Spell
Req: Slowing Spell
On a successful hit targets of your cold spells may not move. This effect lasts until the beginning of your next turn.

Ignition
Req: Explosion
On a successful hit targets of you Fire spells catch fire. They take 2d6 fire damage each turn beginning on their next turn. They must spend a swift action to drop to the ground and a standard action to put out the flames while prone. An adjacent ally may put out the flames as a standard action.

Explosion
On a successful hit targets of your elemental spells are knocked back one square. If your spellcasting check exceeds their Fort defense they are also knocked prone.

Elemental Savant
Req: Any two Elementalist talents
Choose two elements. You gain a +5 to all spellcasting checks to cast spells of the first type and may no longer cast any spells of the second type.

Metamagic

Enlarge Spell
Take a -3 to your Spellcasting check to increase the area or range of any spell by 1. You may take this penalty and gain this benefit as many times as you like.

Ranged Blast
Take a -4 to your spellcasting check to change the range of Blast from "Centered on you" to "within 6 squares"

Quicken Spell
Take a -5 on a spellcasting check to reduce the action required to cast a spell by one step (Standard->move->swift->free)

Extend Spell
Any spells you cast that may be maintained last for one round after you cease concentration.

Safe Spell
Spells you cast do not harm your allies.

Efficient Concentration
You may reduce the type of action required to maintain concentration on a spell by one step (Standard->move->swift->free)

Counterspell
You may use the Dispel spell as a reaction to negate any spell targeting you or an ally within 6 squares.

Maximize Spell
You may take a -5 on your Spellcasting check to maximize the damage roll for that spell.


Cleric

3+Int Skills, d8 HD, +1 to all Defenses, mid BAB

Class Skills: Devotion, Knowledge (any), Perception, Persuasion, Treat Injury
Starting Feats: WP (Simple, Melee Martial), AP (light, medium), Divine Gift

Bonus Feats: AP (heavy), Extra Second Wind, Improved Disarm, Improved Defenses, Improved Damage Threshold, Lucky, Marital Arts I, Melee Defense, Power Attack, Quick Draw, Shake it Off, Skill Focus, Skill Training, Throw, Trip, Weapon Focus,

Talent Trees

War Priest

Hope
As a standard action you can inspire all allies within line of sight that can see, hear and understand you, granting them a +1 morale bonus on attack rolls and a +1 morale bonus on skill checks for the rest of the encounter or until you're unconscious or dead. Once inspired your allies don't need to remain within line of sight to gain the benefit. You can't inspire confidence in yourself.

Trust
Prereq: Hope
You can give up your move action to give one ally within your line of sight an extra move action on his next turn.

Faith
Prereq: Trust, Hope
You can give up your standard action to give one ally within you line of sight a standard action on his next turn.

Coordinate
Prereq: Teamwork
Your allies gain +1 to all defenses as long as they remain within 6 squares of another ally.

Teamwork
Allies within you line of sight grant an additional +2 bonus when they use the Aid Another action.

Band of Brothers
Prereq: Coordinate, Teamwork
Allies within your line of sight may use an ally's Action points as long as that ally is within 6 squares and is willing to give one.

Fearless
Prereq: Hope
As a swift action you grant all allies with line of sight to you a +5 bonus versus fear effects. This bonus lasts until the end of the encounter.

Zealous
Prereq: Hope, Fearless
All allies within 6 squares that exceed a target's DT move the target an additional -1 CT.

Healer
Reach Spell
You may take a -2 on your Devotion check to change any Spells with a range of "You or adjacent ally" to "You or an ally within 6 squares".

Extended Reach
Prereq: Reach Spell
As Reach Spell, except that you may take an additional -1 on the check to extend the range by 1 square. You can take this penalty as many times as you want, gaining an additional 1 square range each time.

Expert Healer
Treat your level as 2 higher when using the Heal spell.

Practiced Healer
Prereq: Expert Healer
You may take a -5 on your Devotion check when using the Heal or Revive Spells. If you successfully make the minimum DC for the spell to have effect it is not expended.

Ministration
Prereq: Expert Healer
You may use the Heal spell outside of combat without expending it. Each casting takes 10 minutes and you automatically take a 10 on the Devotion check to cast the spell.

Lifesight
You know the current HP and position on the CT of all allies within line of sight.

Status
Prereq: Lifesight
You know the current HP and position on the CT of allies and creatures of your level or lower within line of sight.

Anatomical Knowledge
Prereq: Lifesight, Status
Whenever you score a critical hit you move the enemy -1 CT, even if you don't exceed their DT. If you do exceed their DT on a critical hit they move an -1 additional CT.

Seer
Intuition
You can use your Devotion check in place of your Initiative modifier when making Initiative checks. You are considered trained in the initiative skill and if you are allowed to reroll your Initiative you may reroll this Devotion check.

Augury
You may spend an action point to ask your deity if a considered action will have good, bad or indifferent results in the immediate future.

Psychometry
Prereq: Intuition, Augury
You may spend an action point to read the past of an item you are touching. You may read up to 5 years back per character level. You know the owners of the item, their professions and the general appearance of the area in which they lived. This information can be as clear or as cryptic as the GM desires.

Discern Lies
Prereq:
You gain a +5 divine bonus on your Perception checks to Sense Decepetion.

Zone of Truth
Prereq: Discern Lies
When you successfully use the Perception skill to Sense Deception the is an automatic, public manifestation that designates that the target is lying. This might cause the target's voice to rise or fall to extreme levels, or cast some color of light on them or wreath them in obvious, but harmless, silver flame. This effect lasts until the end of the encounter.

Divination
Prereq: Augury
Spend an action point. You ask your deity for a piece of advice regarding a specific goal, question or event. The resulting advice may be as clear or as cryptic as the GM wishes.

Commune
Prereq: Augury, Divination
Spend an action point. You may ask your Deity a number of yes or no questions based on your character level. "Unclear" is a legitimate answer.

Danger Sense
Prereq: Intuition
If you are surprised, during the surprise round you may take one swift or move action as a reaction during an enemy's turn.

Nature's Servant
Entangle
Once per encounter you may place 4 squares of difficult terrain on the map. The squares must all be within 6 squares of you and must all contain some sort of plant or fungal life.
Characters leaving these squares must make a DC 10 Str check or have their speed reduced to 2 squares for the rest of the turn.

Verdant Allies
Prereq: Entangle
The squares of difficult terrain you place with your Entangle talent are considered allies for the purposes of flanking.

Devout Elementalist
You may treat all types of (elemental) spells as Divine spells. For example you can choose Ray (Fire) with the Temple Training feat and use your Devotion skill to cast it.

Trackless Step
Prereq: Chosen Terrain
While in your chosen terrain you leave no trace of your passing. Any attempts to track you with the Survival skill suffer a -10 penalty in addition to another other factors.

Wild Empathy
Animals will not flee from you or attack you without training or provocation. You may speak to animals and influence them using the Persuasion skill.

Chosen Terrain
Choose one terrain type (forest, desert, mountains, wetlands, plains, tundra). While in your chosen terrain you gain a +5 divine bonus to all Survival checks and a +2 divine bonus to all Initiative and Perception checks.

Animal Bond
Prereq: Wild Empathy
You may create a bond with an animal you have influenced to Friendly using the Wild Empathy talent. For one hour you may use that animals senses as you own, with no distance limit. During this time you may take only move and swift actions.

Scent
Prereq: Wild Empathy, Animal Bond
You ignore concealment and cover when making Perception checks to notice opponents within 10 squares and take no penalty from poor visibility when tracking.


Spells

Energy types and (elemental) spells: Elemental spells and other effects do fire, acid, cold, electrical, holy or unholy damage. These supersede the SAGA "energy" damage type.
When a caster chooses a spell with the Elemental descriptor they must specify an energy type. That spell may only use that energy type. The caster may use another known spell to learn the spell with a different energy type.
Holy and Unholy damage only effect evil and good creatures, respectively. Undead and Fiends are always considered evil for the purposes of holy damage. Celestials and Fey for the purposes of unholy damage.
Divine spells are listed in blue, while Arcane spells are listed in red. Spells that may be either arcane or divine are listed in purple.


Blast (Elemental)
Standard Action, All other creatures in a blast centered on you.
Spellcasting or Devotion check. The check result determines the area and damage of the Burst. If the check result does not exceed a target's Ref defense then they only take half damage and suffer no additional effects.
DC15: 1 square radius, 2d6 damage
DC20: 2 square radius, 4d6 damage
DC25: 3 square radius, 6d6 damage. All target is pushed 1 square away from the center of the blast.
DC30: 4 Square radius, 8d6 damage. All target is pushed 2 squares away from the center of the blast and knocked prone.
Action point: Increase the radius of the blast by 1 and the damage by 2d6.
Cleric: Clerics may only choose Holy or Unholy damage as the energy type when they select the Blast power.

Bless
Standard action. You and all allies within 6 squares.
Devotion check. The result of the check determines the effect.
DC15: All targets gain a +1 divine bonus to attack rolls as long as are within 6 squares of the caster.
DC20: As above, except targets also gain a +1 bonus to will defense against fear and mind-affecting spells.
DC25: +2 to attacks, +2 vs. fear and mind-affecting.
DC30: +2 to attacks, +4 vs. fear and mind-affecting.
Concentration: Swift action. Allies must be within 6 squares to benefit.

Blindness/Deafness
Standard action. One enemy within 6 squares.
Devotion check. If the result of the check exceeds the target's Fort defense you may choose one effect. The effect lasts until the beginning of your next turn.
Blindness: The target is flat footed and treats all targets as having total concealment.
Deafness: The target is flat-footed and takes a -5 on all Perception, Stealth and Spellcasting checks.
Action point:
Plot Point: The effect is permanent and may only be removed by the caster or a Cleric using the Remove Curse spell.

Boost
Move action. You or one adjacent ally.
Devotion check. Choose one ability score. The target gets a divine bonus based on the result to all rolls and any defense based off of that score. This bonus lasts until the beginning of your next turn.
DC15: +1
DC20: +2
DC25: +3
DC30: +4
Concentration: Move action. You may maintain concentration on an ally as long as they remain within line of sight.
Action point: Increase the bonus by 1.

Charm
Standard. One creature within 6 squares that can see, hear and understand you.
Spellcasting check. The effect is determined by how much the check exceeds the target's will defense.
Will: The target's attitude improves by one step and the target may not attack you or your allies until the beginning of your next turn.
Will+5: The target's attitude improves by 2 steps and you may direct the target's next swift action.
Will+10: The target's attitude improves by 3 steps and you may direct the target's next swift and move actions.
Will+15: The target's attitude improves by 4 steps and you may direct the target's next turn.
The attitude improvement lasts until you or one of your allies attacks the target or one of it's allies. When the improvement wears off the target will realize it has been charmed and will step down one attitude from it's normal state.
Action Point: Improve the target's attitude by one step
Plot Point: The effect is permanent and can only be removed by a Dispel spell.

(Remove) Curse
Standard. One creature within 6 squares.
Spellcasting or Devotion check. If the result exceeds the target's will defense the target suffers an effect chosen by the caster. The possible effects are determined by how much the target's will defense is exceeded by.
Target's Will: Target suffers a -2 to all rolls and defenses.
Will+5: The target suffers a -5 penalty on all rolls based on an ability score of your choice.
Will+10: The target has a 50% chance to lose any action it attempts, immediately ending the action.
Will+15: The target is transformed into a Tiny Animal. It retains it's mental ability scores and hit points, but drops all carried items.
Concentration: Move Action
Cleric: Clerics may end a Curse effect by making a Devotion check opposing the Spellcasting or Devotion check used to inflict the curse. This use of Curse does not expend the spell.
Action Point: The effect lasts until the end of the encounter without concentration.
Plot Point: The effect is permanent and may only be ended by a Cleric using Remove Curse.

Dispel
Standard Action. One ongoing spell.
Spellcasting or Devotion check. If your result exceeds the Spellcasting or Devotion result used for the targeted spell it is immediately ended.

Energy Resistance
Standard action. You and up to four adjacent allies.
Devotion Check. Choose one energy type. The result of the check determines the effect.
DC15: The targets gain DR 5 against the chosen energy type until the beginning of your next turn.
DC20: The targets gain DR 10 against the chosen energy type until the beginning of your next turn.
DC25: The targets gain DR 15 against the chosen energy type until the beginning of your next turn.
DC30: The targets gain DR 20 against the chosen energy type until the beginning of your next turn.
Concentration: Swift action
Action Point: You may spend an action point to use this spell as a reaction.

Etherealness
Move action. Personal.
Spellcasting Check. The result of the check determines the effect of the spell.
DC15: You gain a phasing speed of 3 squares. While phasing you may ignore all characters and terrain, but must end your move in an unoccupied square. This effect lasts until the beginning of your next turn.
DC20: As above, except that your phasing speed is 4 squares.
DC25: Phasing speed 5.
DC30: Phasing speed 6.
Action Point: Increase you phasing speed by 2 squares.
Concentration: Move action. Whenever you maintain the etherealness power you may move at your phasing speed.

(Remove) Fear
Standard. A number of creatures within 12 squares.
Spellcasting or Devotion check. If the result exceeds the target's Will defense it flees from you in terror for 1 minute. The check result also determines the number of creatures effected.
DC15: One creature
DC20: Two creatures
DC25: Three creatures
DC30: Four creatures
This spell has no effect on targets of equal or higher leval than the caster.
Cleric: Clerics may end a Fear effect by making a Devotion check opposing the Spellcasting or Devotion check used to inflict the fear. This use of Fear does not expend the spell.
Action Point: The target take a -2 penalty on all attacks and skill checks until the end of the encounter.

Guided Strike
Swift action. You or one adjacent ally.
Devotion check. The result of the check determines the effect.
DC15: +1 divine bonus on your next attack roll and deal an additional 1d6 points damage if the attack hits.
DC20: As above, except the bonus damage increases to 2d6.
DC25: +2 to attack, +3d6 damage
DC30: +2 to attack, +4d6 damage
Action point: Gain a +1 to attack or an additional +1d6 damage

Heal
Standard Action. You or one adjacent ally.
Devotion check. The result of the check determines the effect.
DC15: Target heals a number of hit points equal to your character level X 2.
DC20: Target heals a number of hit points equal to your character level X 3.
DC25: Target heals a number of hit points equal to your character level X 4.
DC30: Target heals a number of hit points equal to your character level X 5.
Action Point: You may target one additional adjacent ally.

Invisibility
Standard Action. Personal.
Spellcasting Check. The result of the check determines the effect, if any.
DC15: You are considered to have total concealment against all targets until the beginning of your next turn.
DC20: As above, plus you receive a +2 magic bonus to Stealth checks.
DC25: As DC15, plus a +4 magic bonus to Stealth checks.
DC30: As DC15, plus a +6 magic bonus to Stealth checks.
Concentration: You can maintain Invisibility as a standard action but you must make a new Spellcasting check each round.
Action point: Increase your bonus to stealth checks by 5.

Obscure
Standard. A blast radius within 6 squares.
Spellcasting check. The spellcasting check determines the effect of the spell.
DC15: 2 square radius grants concealment
DC20: 3 square radius grants concealment
DC25: 3 square radius grants total concealment
DC30: 4 square radius grants total concealment
Action Point: The concealment granted by this spell cannot be ignored by dark or low-light vision.

Ray (Elemental)
Standard. One creature within 12 squares.
Spellcasting or Devotion Check. Make a ranged attack. If the attack hits the check determines the effect of the Ray.
DC15: 2d6 damage
DC20: 2d6 Damage, -1 CT
DC25: 4d6 damage, -1 CT
DC30: 4d6 damage, -2 CT
Action Point: +2d6 damage or -1 CT
Cleric: Clerics may only choose Holy or Unholy damage as the energy type when they select the Ray power.
Special: Weapon-like. Feats that apply to ranged attacks also apply to rays. You may specify (ray) for feats that require you to specify a weapon.


Revive
Standard action. You or one adjacent ally.
Devotion check. The result of the check determines the effect.
DC15: The target moves +1 CT
DC20: The target moves +2 CT or you may remove one persistent condition.
DC25: The target moves +3 CT or you may remove two persistent condition .
DC30: The target moves +4 CT or you may remove two persistent conditions or you can make a character who has died during this encounter unconscious instead.
Action Point: Move the target an additional +1 CT or remove one persistent condition.

Shield (Other)
Reaction, Personal
Spellcasting or Devotion check.
DC15: You gain SR 5 until the beginning of your next turn
DC20: You gain SR 10 until the beginning of your next turn
DC25: You gain SR 15 until the beginning of your next turn
DC30: You gain SR 20 until the beginning of your next turn
Concentration: Move Action. If your shield rating is depleted the effect ends.
Action Point: Increase the SR by 5.
Cleric: Clerics may use Shield on an adjacent ally and may maintain the power as long as the ally remains within line of sight.

Sleep
Standard Action, One Creature within 12 squares
Spellcasting Check. If the result exceeds the target's will defense the target moves -1 CT. For every 5 points by which you exceed the target's will defense the target moves an additional -1 CT.
Action Point: Move the target an additional -1 CT.
Plot Point: If the target is reduced to 0 on the CT this effect is permanent and may only be removed by the caster or Cleric using the Remove Curse spell.

Summon
Standard Action, Summons a creature within 6 squares.
Spellcasting Check. The result of the check determines the effect of the spell. The beast remains in play until he beginning of your next turn.
DC15: Summons a small beast with a CL equal or less than 1/2 your character level, minimum 1.
DC20: Summons a medium beast with a CL equal or less than 1/2 your character level, minimum 1.
DC25: Summons a large beast with a CL or less than 1/2 your character level, minimum 1.
DC30: Summons a huge beast with a CL equal or less than 1/2 your character level, minimum 1.
The beast is under your control and counts as an ally to your party. You may use your actions to give the beast equivalent actions. You may only Summon one creature at a time.
Concentration: Standard action.
Action Point: The CL of the beast you summon can be +2 higher than normal.

Telekinesis
Standard Action, One Character or object within 10 squares
Spellcasting Check. The result of the check determines the maximum size of the target you can lift.
DC15: Move Medium object (2d6)
DC20: Move Large object (4d6)
DC25: Move Huge object (6d6)
DC30: Move Gargantuan object (8d6)
DC35: Move Colossal object (10d6)
If the target is a creature that resists your attempt your Spellcasting check must also exceed their Will defense. You can hurl the target at another target in range if you Spellcasting check exceeds the second target's Ref. Defense. Both targets take damage determined by you Spellcasting result.
Concentration: Standard Action, but the effect ends once you use it to do damage.
Action Point: Increase the maximum size category by one and the damage by 2d6.

Wall
Standard Action, 12 squares
Spellcasting Check. The result of the check determines the number of continuous squares of low objects the caster may place on the map. These squares remain in place until the end of the encounter.
DC15: 3 Squares of low objects
DC20: 4 Squares
DC25: 5 Squares
DC30: 6 Squares
Action Point: You may choose to make any number of the squares blocking terrain.