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    Default Re: [Z-Wolf] Library: Kits, Feats, & Talents

    I'd love to make [Spell] Feat descriptions more compact, but since they basically entail the system's whole magic rules, they're big and bulky for now ...

    Attack [Spell] Feats

    Spoiler: Energy Blast
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    [Core] [Spell] Feat
    Prereqs: Caster Level 1; one Talent with the [Seed] tag, from the Seed Effects menu below.
    Basic Effect: [Dominant] Action: Make a Spell Attack, with the damage type determined by your active Seed. This Spell Attack uses the following statistics otherwise: Ranges 5/20 meters; Impact +0; Bleed Number 4. This is a standard physical attack: opposed by a Defense Save, compared with target's Armor Value to determine Secondary Effects, uses the standard Hazard Menu to inflict Hazards. This attack deals Splash Damage (i.e. the target may choose one creature within 1 meter who also becomes a target of the attack).
    Advanced Effect: As Basic Effect, but choose one of the following enhancements:
    • The attack's Ranges increase to 10/40 meters, and its Impact is Boosted.
    • The attack targets a number of creatures up to 1 + half your Level (rounded down), within a 3-meter-radius Burst, plus Splash Damage targets. (Each primary target may choose a Splash Damage target, but no creature can be a Splash Damage target more than once, except a Swarm that is targeted via its Spawn.)
    Seed Effects:
    • Acid: Basic: The attack deals Acid Damage. Advanced: The attack's Bleed Number increases to 7.
    • Air: The attack deals Bludgeoning Damage.
    • Cold: Basic: The attack deals Cold Damage. Advanced: Until the start of your next turn, the targets' Speed Checks are Dragged.
    • Earth: The attack deals Bludgeoning & Slashing Damage.
    • Fire: The attack deals Fire Damage.
    • Light: The attack deals Radiant Damage.
    • Lightning: Basic: The attack deals Lightning Damage. Advanced: Choose one of the following options:
      • The attack deals Thunder Damage rather than Lightning Damage.
      • The attack does not deal Splash Damage.
      • Targets made primarily of metal or wearing primarily-metal Armor have their Defense Save against the attack Dragged.
    • Water: The attack deals Bludgeoning Damage.
    • Weave: Basic: The attack deals Force Damage, but its Impact is Dragged. Advanced: If the attack is a Miss, it still has the effects of a Hit.


    Spoiler: Bestow Curse
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    [Core] [Spell] Feat
    Prereqs: Caster Level 1; one Talent with the [Seed] tag, from the Seed Effects menu below.
    Basic Effect: [Dominant] Action: Make a Spell Attack, with the damage type determined by your active Seed. This Spell Attack uses the following statistics otherwise: Ranges 5/20 meters; Impact -3; Bleed Number 5. This is a non-physical attack: opposed by a Willpower Save, compared with target's Heroic Bonus to determine Secondary Effects, and uses the special Hazard Menu below to inflict Hazards.
    Advanced Effect: As Basic Effect, but choose one of the following enhancements:
    • The attack's Ranges increase to 20/80 meters, and its Impact is Boosted.
    • The attack targets a number of creatures up to 1 + half your Level (rounded down), within a 3-meter-radius Burst.
    • The attack's effects that would normally last for about 5 minutes last for about 3 days instead.
    • The attack qualifies for the "Doom" Hazard on the Hazard Menu.
    Seed Effects:
    • Animal: The attack deals Necrotic Damage. If the target would be Dropped by the attack, it is instead transformed into a Level 1 Tiny-or-smaller Beast (chosen by you, out of Beasts that can survive the local environment reasonably well). The transformation is a [Shapeshift] effect, and lasts for about 5 minutes.
    • Luck: Basic: The attack deals Psychic Damage. Advanced: If the attack inflicts a Hazard, you gain Momentum.
    • Mind: Basic: The attack deals Psychic Damage. Advanced: If you choose for the attack to qualify for the "Doom" Hazard, the attack is also considered a [Fear] effect.
    • Shadow: Basic: The attack deals Necrotic & Psychic Damage. You may alter the attack as in the following bullet point. Advanced: If you choose for the attack to qualify for the "Doom" Hazard, the attack is also considered a [Fear] effect.
      • Range: Melee Reach 0; the attack deals +1d8 Impact, but the target may choose whether to oppose the attack with Defense or with Willpower.

    Requirements Hazard
    (none) The target is Blinded until the end of your next turn.
    Bleed Triggered by target's Saving Throw. The target is Blinded for about 5 minutes.
    The target has Momentum. The target loses Momentum (and cannot expend Momentum to cancel this attack's Hazard(s)).
    "Doom" Hazard available. The target is Shaken for about 5 minutes (and cannot expend Momentum to cancel this attack's Hazard(s)).
    Your Caster Level is at least 4; you have the Shadow Seed active; the target is Off-Guard against the attack; Bleed Triggered by target's Saving Throw. The target dies.


    Spoiler: Mind Crush
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    [Core] [Spell] Feat
    Prereqs: Caster Level 1; (Mind Seed Talent or Mind Twist Talent).
    Basic Effect: [Dominant] Action: Make a Spell Attack, using one of the following Seeds: Illusory Seed, Mind Seed, Shadow Seed, Weave Seed. This Spell Attack uses the following statistics: Ranges 5/20 meters; Impact +0; Psychic Damage; Bleed Number 4. This is a non-physical attack: opposed by a Willpower Save, compared with target's Awesome modifier to determine Secondary Effects, and uses the special Hazard Menu below to inflict Hazards. If this attack inflicts a Hazard, you can choose to start Concentrating on the effect; as long as Concentration lasts, you can continue to use this Basic Effect on the same target(s) even if you are not Suffused.
    Advanced Effect: As Basic Effect, but choose one of the following enhancements:
    • The attack's Impact is Boosted.
    • The attack's short-Range increases to 25 meters, and its long-Range increases to "any creature you can magically sense."
    • The attack targets a number of creatures up to 1 + half your Level (rounded down), within a 3-meter-radius Burst, plus Splash Damage targets. (Each primary target may choose a creature within 1 meter to also be targeted by the spell, but no creature can be a Splash Damage target more than once, except a Swarm that is targeted via its Spawn.)
    Seed Effects:
    • (Any): The spell must be Advanced to use "any" Seed to cast it, but otherwise has its normal effects, including not being a [Fear] effect.
    • Illusory: The attack is also considered a [Fear] effect.
    • Mind: Basic: You can freely choose whether the attack is considered a [Fear] effect. Advanced: The attack does not deal Splash Damage.
    • Shadow: The attack is also considered a [Fear] effect.
    • Weave: The spell has its normal effects, including not being a [Fear] effect.

    Requirements Hazard
    (none) The target is Dazed until the end of your next turn.
    Bleed Triggered by target's Saving Throw. The target is Stunned until the end of your next turn.
    The target is Off-Guard against the attack, and the attack is a [Fear] effect. The target attempts to flee the conflict until the end of your next turn.
    The target is Off-Guard against the attack; the target is already Dazed or Stunned; the attack is not a [Fear] effect; you choose for the attack to be a [Charm] effect (which creatures may have special defenses against). On the target's next turn, if you are still Concentrating on this effect, you can force the target to take an Action dictated by you (which may be a [Dominant] Action), instead of its normal 3 Actions.


    Spoiler: Sickening Malady
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    [Spell] Feat
    Prereqs: Caster Level 1.
    Basic Effect: [Dominant] Action: Make a Spell Attack, with the damage type determined by your active Seed, using one of the following Seeds: Acid Seed, Plant Seed. This Spell Attack uses the following statistics: Ranges 5/20 meters; Impact +1; Bleed Number 4. This is a non-physical attack: opposed by a Fortitude Save, compared with target's Awesome modifier to determine Secondary Effects, and uses the special Hazard Menu below to inflict Hazards.
    Advanced Effect: As Basic Effect, but choose one of the following enhancements:
    • The attack's Ranges increase to 10/40 meters, and its Impact is Boosted.
    • The attack targets a number of creatures up to 1 + half your Level (rounded down), within a 3-meter-radius Burst, plus Splash Damage targets. (Each primary target may choose a creature within 1 meter to also be targeted by the spell, but no creature can be a Splash Damage target more than once, except a Swarm that is targeted via its Spawn.)
    Seed Effects:
    • (Any): The spell must be Advanced to use "any" Seed to cast it, but you can freely choose whether it deals Acid Damage or Poison Damage.
    • Acid: The attack deals Acid Damage.
    • Plant: Basic: The attack deals Poison Damage. Advanced: The attack's Bleed Number increases to 7.

    Requirements Hazard
    (none) The target is Battered until the end of your next turn.
    (none) The target is Dazed until the end of your next turn.
    The target is already Battered; Bleed Triggered by target's Saving Throw. The target is Shaken until the end of your next turn (and cannot expend Momentum to cancel this attack's Hazard(s)). The target is Battered for about 5 minutes.
    The target is Off-Guard against the attack. The target is Stunned until the end of your next turn.


    Spoiler: Necrosis
    Show
    [Spell] Feat
    Prereqs: Caster Level 1; one Talent with the [Seed] tag, from the Seed Effects menu below.
    Basic Effect: [Dominant] Action: Make a Spell Attack, with the damage type determined by your active Seed, using one of the following bullet points:
    • Ranges 5/20 meters; Impact +0; Bleed Number 5. This is a non-physical attack: opposed by a Fortitude Save, compared with target's Awesome modifier to determine Secondary Effects, and uses the special Hazard Menu below to inflict Hazards. However, Surprise does not cause targets to be Off-Guard against this attack, and creatures with the Blight-Embraced status Resist the attack.
    • Range Melee Reach 0; Impact +0; Bleed Number 5; the target may choose to oppose the attack with Defense or Fortitude. Compare with the target's Armor Value as normal to determine Secondary Effects. Use the special Hazard Menu below to inflict Hazards. Blight-Embraced creatures Resist the attack. Surprise can cause the target to be Off-Guard as usual.
    Advanced Effect: As Basic Effect, but choose one of the following enhancements:
    • The attack's Ranges increase to 10/40 meters, and its Impact is Boosted.
    • If using the Ranged Attack version of the spell, the attack targets a number of creatures up to 1 + half your Level (rounded down), within a 3-meter-radius Burst, plus Splash Damage targets. (Each primary target may choose a creature within 1 meter to also be targeted by the spell, but no creature can be a Splash Damage target more than once, except a Swarm that is targeted via its Spawn.)
    Seed Effects:
    • Cold: The attack deals Cold and Necrotic Damage.
    • Shadow: The attack deals Necrotic Damage.
    • Vile: Basic: The attack deals Necrotic Damage. Advanced: If the attack inflicts a Hazard, it can inflict an additional Hazard.

    Requirements Hazard
    It is not the target's turn. The target is Staggered until the end of its next turn.
    Bleed Triggered by target's Saving Throw. The target is Shaken for about 5 minutes (and cannot expend Momentum to cancel this attack's Hazard(s)).
    Advanced Spell; Cold Seed; Bleed Triggered by target's Saving Throw. The target is Staggered for about 5 minutes.
    Advanced Spell; Shadow or Vile Seed; Bleed Triggered by target's Saving Throw. The target is Stunned until the end of your next turn.
    Advanced Spell; target is Off-Guard. Target chooses: become Dropped, or become Wounded and Dying.
    Advanced Spell; target is Off-Guard; target is already either Dying or Dropped. The target dies.
    Last edited by Draz74; 2022-08-04 at 09:14 AM.
    You can call me Draz.
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    Also of note:

    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.