Avaos

From Trinity Wiki
Revision as of 20:19, 26 April 2008 by GnomeWorks (Talk | contribs)

Jump to: navigation, search

This is a list of Avaos for the Trinity campaign setting.

Avaos

The following is an alphabetical list of Avaos.

Butterfly Effect
  Grade: Overwhelming
  Active Use Time: ---
  Range: Personal
  Effect: See text
  Duration: Instantaneous
  Saving Throw: See text
  Chaos Opposition: See text

  Active: This avao has no active use.

  Causal: When you would be able to expend Trigger Slots to use a causal use of an avao, you may instead use any other causal
  use of an avao.

  Precausal: This avao has no precausal use.
Chaos
  Grade: Overwhelming
  Active Use Time: See text
  Range: See text
  Effect: See text
  Duration: See text
  Saving Throw: See text
  Chaos Opposition: See text

  Active: When you use this avao, designate a target within Medium range (100 feet + 10 feet/level). Then roll 1d%, and consult
  the following table.
d% Chaos Effect
01 A wild Tyr'calas appears!
02 - 03 Slow target for 10 rounds (Will DC 15 negates).
04 - 05 Anarch and target switch physical locations (no save).
06 - 07 Faerie fire surrounds the target.
08 Anarch gains the akashic's delve into blue ability, as an akashic of his anarch level, for 1d4 hours.
09 - 10 Target is teleported 1d100 miles in a random direction, leaving his footware behind, which begin smoking.
11 - 14 Deludes anarch for 1 round into believing the avao functions as indicated by a second die roll (no save).
15 All metal within 20 feet of the anarch becomes affected by heat metal.
16 - 18 Gust of wind, but at windstorm force (Fortitude DC 14 negates).
19 All water within 20 feet of the anarch becomes a palatable dry red wine.
20 The next spell cast within 100 feet of the target is countered, and an arcanomental of level equal to the anarch appears next to its caster.
21 - 23 Anarch learns target’s surface thoughts (as with detect thoughts) for 1d4 rounds (no save).
24 - 25 Target is affected by a reverse gravity effect for 2d4 rounds.
26 - 27 Stinking cloud at 30-ft. range (Fortitude DC 15 negates).
28 A sphere of annihilation appears 1d10x10 feet in a random direction from the anarch for 1d4 rounds.
29 - 30 Target becomes a magnet (as per the device; consult SteamWorks) for 1d4 rounds.
31 - 33 Heavy rain falls for 1 round in 60-ft. radius centered on anarch.
34 - 36 Summon an animal: a rhino (1 on d4), elephant (2 on d4), or mouse (3-4 on d4); 1d4x5 feet in random direction from target.
37 - 39 Lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage (Reflex DC 15 half), in target's direction.
40 - 42 Target is flung into the air 2d4x10 feet.
43 Anarch gains fast healing 5 for 2d4 rounds.
44 - 46 Target is affected by baleful without soul (nihil).
47 - 49 Stream of 600 large butterflies pours forth from the anarch's mouth and flutters around for 2 rounds, blinding everyone (including the anarch) within 25 ft. (Reflex DC 14 negates).
50 - 53 Enlarge person if within 60 ft. of the anarch (Fortitude DC 13 negates).
54 - 56 Darkness, 30-ft.-diameter hemisphere, centered 30 ft. away from the anarch.
57 - 58 For 2d4 rounds, all creatures within 20 feet of the anarch can hear his surface thoughts.
59 - 61 Grass grows in 160-sq.-ft. area before the anarch, or grass existing there grows to ten times normal size.
62 The target's square becomes the origin of a singularity grenade.
63 - 64 Turn ethereal any nonliving object of up to 1,000 lb. mass and up to 30 cu. ft. in size.
65 The target can communicate telepathically and only telepathically for 1d6x10 minutes.
66 - 68 Reduce the anarch to 1/12 height (no save) for 2d6 rounds.
69 Anarch gains the ability to replicate any seen effects, as though a mimic of his anarch level, for 2d6 rounds.
70 - 71 Fireball at target or 100 ft. straight ahead, 6d6 damage (Reflex DC 15 half).
72 - 74 All creatures within 20 feet time hop (as per the jikuu) for 1 round.
75 Nearest tree animates and becomes a treant for 2d4 hours.
76 - 79 Anarch affected by mirror image.
80 - 81 Invisibility covers the anarch for 2d6 minutes.
82 All metal within 20 feet of the anarch becomes affected by chill metal.
83 - 84 The target becomes invisible for 2d6 minutes.
85 - 87 Leaves grow from target if within 60 ft. of the anarch. These last 24 hours.
88 - 90 10-40 gems, value 1 gp each, shoot forth in a 30-ft.-long stream from the anarch's fingers. Each gem deals 1 point of damage to any creature in its path: Roll 5d4 for the number of hits and divide them among the available targets.
91 - 93 Shimmering colors dance and play over a 40-ft.-by-30-ft. area in front of the anarch. Creatures therein are blinded for 1d6 rounds (Fortitude DC 15 negates).
94 - 95 The target's square and surrounding squares become affected as though a fractal ice effect had been affecting those squares for 2d4 rounds.
96 - 97 Anarch (50% chance) or target (50% chance) turns permanently blue, green, or purple (no save).
98 Flesh to stone (or stone to flesh if target is stone already) if target is within 60 ft. (Fortitude DC 18 negates).
99 The largest piece of metal on the target's person instantly rusts.
100 The anarch's butterfly effect avao is triggered.
  Causal: This avao has no causal use.

  Precausal: This avao has no precausal use.
Chaos Nova
  Grade: Lesser
  Active Use Time: 1 standard action
  Range: Personal
  Area: 10-ft. radius burst, centered on you
  Duration: Instantaneous
  Saving Throw: Reflex half
  Chaos Opposition: Yes

  Active: You expel a blast of chaotic energy from yourself, dealing 1d6 points of chaotic damage to all creatures within ten
  feet. A successful Reflex save halves this damage.

  Causal: When you reach -10 hit points and die, you cause yourself to explode in a massive burst of chaotic energy, dealing
  1d6/level points of chaotic damage to all creatures within 10 feet. A successful Reflex save halves this damage.

  Precausal: You explode in a massive burst of chaotic energy, dealing 1d6/level points of chaotic damage to all creatures
  within 10 feet; a successful Reflex save halves this damage. You take 6/level points of chaotic damage from the effect, and are
  not allowed a Reflex save.
Chaosflame
  Grade: Subtle
  Active Use Time: 1 standard action
  Range: Personal
  Effect: See text
  Duration: 1 round/level; see text
  Saving Throw: None
  Chaos Opposition: Yes

  Active: You infuse your hands with chaos, allowing you to form fiery balls of chaotic energy. You can throw these energy
  balls at creatures with a ranged touch attack. If they hit, the balls deal 1d6 points of damage, half of which is fire and half
  of which is chaotic; the ball deals an additional +1d6 points of damage for every four anarch levels you have (so 2d6 at 4th, 3d6
  at 8th, 4d6 at 12th, 5d6 at 16th, and 6d6 at 20th). Forming an energy ball takes a move action. This ability lasts for 1
  round/level.

  Causal: When you take fire damage, you may wreathe yourself in fiery chaotic energy. At the beginning of your turn, all
  creatures within 10 feet take 1d6 points of damage plus an additional 1d6 for every six anarch levels (so 2d6 at 6th, 3d6 at 12th,
  and 4d6 at 18th), half of which is fire damage and half of which is chaotic damage. A successful Reflex save halves the damage.

  In addition, at the beginning of each of your turns, you suffer 1d4 points of fire damage.

  Precausal: You wreath yourself in fire, as the causal application of this avao. When you do so, you take 2d6 points of
  fire damage.
Deny Gravity
  Grade: Subtle
  Active Use Time: 1 move action
  Range: Personal
  Target: You
  Duration: 10 minutes/level
  Saving Throw: None
  Chaos Opposition: No

  Active: You use chaotic power to ignore the tug of gravity. For the duration, she can float a foot above the ground. Instead
  of walking she glides along, unconcerned with the hard earth or difficult terrain. While she remains within 1 foot of a flat
  surface of any solid or liquid, she can take normal actions and make normal attacks, and can move at her normal speed (she can
  even “run” at four times her normal speed). However, at distances higher than 1 foot above any surface, her speed diminishes to 10
  feet per round.

  Causal: When you fall, you may fall slower, as though using feather fall with a duration of "until landing."

  Precausal: You benefit from feather fall. However, while you do so, you are also affected by a reverse gravity effect. This
  effect lasts one round per level.
Entropic Reversal
  Grade: Greater
  Active Use Time: ---
  Range: Close (25 feet + 5 feet/2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Chaos Opposition: Yes

  Active: This avao has no active use.

  Causal: Whenever a creature is healed by a supernatural or Force-based effect, you may cause that effect to instead deal
  damage equal to the amount of healing that would have been granted. The target is allowed a Will save to ignore this effect and
  receive healing normally.

  Precausal: Whenever a creature is dealt damage, you may instead turn it into healing. The amount of healing is one-half the
  damage that would have been dealt. The creature dealing damage is allowed a Will save to ignore this effect and deal damage
  normally.
Entropic Shield
  Grade: Subtle
  Active Use Time: 1 full-round action
  Range: Personal
  Target: You
  Duration: 1 minute/level
  Saving Throw: None
  Chaos Opposition: No

  Active: You use chaos to blur your appearance, making you difficult to target with ranged weapons. Ranged attacks against
  you suffer a 20% miss chance, as though you had concealment.

  Causal: If you get hit by any attack, you may use chaos to completely distort how you appear to others, granting you a 20%
  miss chance against any attack rolls made against you. This effect lasts 1 round/level.

  Precausal: You may use chaos to completely distort your appearance, granting you a 20% miss chance against any attack rolls
  made against you; this effect lasts 1 round/level. The next attack that you would suffer automatically hits.
Escape Bonds
  Grade: Lesser
  Active Use Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 day
  Saving Throw: None
  Chaos Opposition: No

  Active: You gain a +4 chaotic bonus on Escape Bond checks, grapple checks, and to your touch AC.

  Causal: When you are about to become immobilized, you may use the power of Chaos to free your body. This has several effects.

  This avao enables you or to move and attack normally for 1 round/level, even under the influence of magic that usually impedes
  movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a
  grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.

  The avao also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords
  or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than
  hurled. The avao does not, however, allow water breathing. 

  Precausal: This avao has no precausal use.
Free Mind
  Grade: Subtle
  Active Use Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 day
  Saving Throw: None
  Chaos Opposition: No

  Active: You gain a +4 resistance bonus on Will saves against mind-influencing effects.

  Causal: When you are affected by a mind-influencing effect, you may gain immunity to mind-influencing effects for 1 round per
  level.

  Precausal: This avao has no precausal use.
Fumbling Strike
  Grade: Lesser
  Active Use Time: ---
  Range: Close (25 feet + 5 feet/2 levels)
  Target: One creature wielding a manufactured weapon
  Duration: Instantaneous
  Saving Throw: Will negates
  Chaos Opposition: Yes

  Active: This avao has no active use.

  Causal: When a creature fumbles, you may use your chaotic power to cause the thrown weapon to strike a nearby creature
  instead. Make a ranged attack roll as though you were using the weapon, against any creature within 30 feet of the creature that
  fumbled. If you hit the creature, you automatically score a critical hit on the creature.

  Precausal: When a creature criticals, you may use your chaotic power to cause the creature to lose its grasp on its weapon.
  Treat this as the creature fumbling. A successful Will save negates this effect.
Gamble with Life
  Grade: Subtle
  Active Use Time: ---
  Range: Close (25 feet + 5 feet/2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Fort negates
  Chaos Opposition: Yes

  Active: This avao has no active use.

  Causal: If a creature within Close range must attempt to stabilize, you can double their chances to do so (normally, a
  creature has a 10% chance to stabilize, so with this avao, you give them a 20% chance). However, if you do so, and the creature
  fails to stabilize, it loses twice as many hit points as it normally would for bleeding.

  A creature may attempt to make a Fortitude save against this effect, even though it is not conscious or aware.

  Precausal: This avao has no precausal use.
Gambling Strike
  Grade: Subtle
  Active Use Time: ---
  Range: Personal
  Target: You
  Duration: Instantaneous
  Saving Throw: None
  Chaos Opposition: Yes

  Active: This avao has no active use.

  Causal: When you make an attack roll against a creature, you may opt to roll d%. If the roll is 01-50, you fumble. If the roll
  is 51-100, you automatically threaten a critical.

  Precausal: This avao has no precausal use.
Ice Fractal
  Grade: Lesser
  Active Use Time: 1 full-round action
  Range: Medium (100 feet + 10 feet/level)
  Area: One 5-foot square; see text
  Duration: Concentration + 1 round/level
  Saving Throw: None
  Chaos Opposition: No

  Active: You imbue the ground with chaotic ice, causing it to freeze in a fractal pattern. Moving over a square covered in ice
  requires 2 squares of movement, and the DC of Balance and Tumble checks are increased by 5. A DC 10 Balance check is required to
  run or charge against ice.

  Each round, so long as you concentrate, the ice expands in a fractal pattern. Each square that shares a side with the affected
  square becomes covered in ice. Each round that you concentrate on this effect, it continues to expand.

  Once you cease concentrating, the fractal no longer expands. The ice lasts for 1 round/level after you cease concentrating, after
  which it vanishes.

  You can use this effect to allow creatures to move over water, by freezing the water in a fractal pattern. When a square of ice
  is first covered, the ice is 1 inch thick; every round you concentrate thereafter, it becomes one category thicker.

		CREATURE SIZE
  ICE THICKNESS	Small		Medium		Large		Huge
  1"		At risk		Break		Break		Break
  2" - 3"	Safe		At risk		Break		Break
  4" - 6"	Safe		Safe		At risk		Break
  7" - 23"	Safe		Safe		Safe		At risk
  24"+		Safe		Safe		Safe		Safe

  Safe: The ice will not break.

  At Risk: Creatures who run, charge, or jump on the ice have a 50% chance to break it.

  Break: The ice breaks. The ice collapses in a 5-foot radius around where the creature was on the ice.

  Causal: Whenever you take cold damage, all creatures that occupy a square that shares a side with the square you are in suffer
  half the cold damage you did.

  You can trigger the causal use of this avao multiple times for the same event. Each time you do, you can cause this effect to
  fractalize. Each creature that occupies a square that shares a side with a square occupied by a creature you caused to take cold
  damage from the initial effect, suffers a quarter of the cold damage you did.

  Precausal: You can cause all the creatures that occupy squares that share a side with your square to suffer 1d8/level (max
  10d8) points of cold damage. You suffer double this damage.
Karma
  Grade: Greater
  Active Use Time: 1 minute
  Range: Personal
  Effect: See text
  Duration: 1 day (D)
  Chaos Opposition: Yes

  Active: You ignore the effects of fortune and karma. For the duration of this ability, whenever you would roll a d20 for any
  reason, you instead "take 10," even if you normally could not do so.

  You do not roll any dice. Instead, you take the average result of whatever dice you would have rolled, rounded down.

  Causal: Whenever you roll a natural 1, you gain a karma token. Before rolling a d20, you may spend a karma token and treat the
  roll as a 20. Karma tokens last for 1 minute.

  Precausal: Before you roll a d20, you may opt to treat the roll as a natural 1. If you do so, you gain a karma token. Before
  rolling a d20, you may spend a karma token and treat the roll as a 20. Karma tokens last for 1 minute. You cannot use this ability
  in a situation in which you could not "take 10" normally.
Know Chaos
  Grade: Subtle
  Active Use Time: 5 minutes
  Range: Touch
  Target: Touched item
  Duration: Instantaneous
  Saving Throw: None
  Chaos Opposition: No

  Active: You learn all the functions of a chaotic item.

  Causal: This avao has no causal use.

  Precausal: This avao has no precausal use.
Lend Luck
  Grade: Lesser
  Active Use Time: 1 standard action
  Range: Personal
  Effect: See text
  Duration: 1 round/level (D)
  Saving Throw: See text
  Chaos Opposition: No

  Active: You rely on the power of luck to see you through. You gain a +1 luck bonus to all saves, plus an additional +1 bonus
  for every four anarchist levels (so +2 at 4th, +3 at 8th, and so on).

  Causal: Whenever you fail a save, you may opt to grant any number of creatures within Medium range (100 feet + 10 feet/level)
  a bonus on saves against the exact same effect (ie, the same event) equal to +1 per four anarchist levels you have.

  Precausal: Before rolling, you may opt to fail a save to grant others a bonus to their saves against the same effect, as per
  the causal effect of this avao.
Luck
  Grade: Subtle
  Active Use Time: 1 full-round action
  Range: Personal
  Effect: A single reroll; see text
  Duration: 1 round/level or 1 minute/level; see text
  Saving Throw: None
  Chaos Opposition: Yes

  Active: You infuse yourself with a small bit of Chaos. For the duration (1 round/level), you have access to a limited reroll.
  You may choose, at any time, to reroll a roll you just made, before hearing the results. If you do, however, you must keep the
  second roll.

  Causal: When you fail a roll (you fail to hit, you fail a skill check, or similar) that you did not willingly fail, and you
  are currently in a situation in which you cannot normally take 10 on skill checks, you gain a reroll, which lasts for 1
  minute/level. When you use the reroll, you may keep the better of the two results.

  Precausal: You may specifically fail a roll to gain a reroll, as per the causal version of this avao. You must choose to
  fail the roll before you actually roll; however, you must be in a situation in which you could not normally take 10 on skill
  checks, and failing the roll must have consequences.
Miss the Ground
  Grade: Greater
  Active Use Time: ---
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  Chaos Opposition: No

  Active: This avao has no active use.

  Causal: Whenever you hit the ground as a result of falling more than 5 feet, you may gain a fly speed of 60 feet with average
  maneuverability for 1 minute per anarchist level.

  Precausal: This avao has no precausal use.
My Time
  Grade: Greater
  Active Use Time: 1 move action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Saving Throw: None
  Chaos Opposition: Yes

  Active: You interrupt your timeline with Chaos. You no longer have a place in the initiative order. Instead, you may, at any
  point in a round, declare that you are acting. You are still restricted to your normal allotment of actions each round. If you do
  not do so, then you have effectively lost your action for that round.

  At the end of the duration, you reroll your initative, and go at that count on the next round.

  Causal: Whenever your initiative would change because of an outside effect, you may immediately take a move action.

  Precausal: As an immediate action, you can take a move action. If you do so, your initiative is rerolled, without any
  modifiers.
Random Spark
  Grade: Subtle
  Active Use Time: 1 round
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  Saving Throw: None
  Chaos Opposition: Yes

  Active: Roll on the following table. Whenever you come into contact with a Force effect, you react as though you were a user
  of the determined Force.

  d10	Force
   1	Magic
   2	Psionics
   3	Technology
   4	Blue
   5	Chaos
   6	Time
   7	Divine
   8	Nature
   9	Void
  10	None

  Causal: This avao has no causal use.

  Precausal: This avao has no precausal use.
Reciprocity
  Grade: Subtle
  Active Use Time: 1 standard action
  Range: Personal
  Targets: You
  Duration: 1 round/level
  Saving Throw: None
  Chaos Opposition: Yes

  Active: You twist cause and effect, such that whenever a creature would strike you, they are also striking a small part of
  themselves. Of any damage dealt to you, the creature that caused that damage suffers one-quarter of the damage.

  Causal: Whenevever you take damage, you may have the creature that dealt the damage suffer one-half of the damage.

  Precausal: Choose a creature adjacent to you. You may deal up to 2 points of damage to them per level. If you do, the next
  physical attack against you automatically hits; in addition, the next time you take damage, you take double the damage you dealt
  with this avao.
Ripple Effect
  Grade: Overwhelming
  Active Use Time: ---
  Range: Personal
  Effect: See text
  Duration: Instantaneous
  Saving Throw: See text
  Chaos Opposition: See text

  Active: This avao has no active use.

  Causal: If you triggered the causal use of an avao last round, you may trigger two causal uses of avaos this round at the same
  initiative count as the previous avao.

  Precausal: This avao has no precausal use.
Shoutout
  Grade: Subtle
  Active Use Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Saving Throw: None
  Chaos Opposition: Yes

  Active: You ignore the restriction on speaking in combat for the duration. That is, you can talk whenever you could use an
  immediate action.

  Causal: If you are the target of an effect that would silence you, enter an area of silence, or are otherwise muted, you gain
  a sonic breath weapon. This breath weapon requires a standard action to use, and affects a 20-foot area; it deals 1d4/level (max
  5d4) points of sonic damage, and allows a Fortitude save for half damage. You retain this ability for the duration of the effect
  that silenced or muted you.

  Precausal: This avao has no precausal use.
Spatial Jump
  Grade: Greater
  Active Use Time: 1 standard action
  Range: Medium (100 feet + 10 feet/level)
  Effect: See text
  Duration: Instantaneous
  Saving Throw: See text
  Chaos Opposition: See text

  Active: You use the power of chaos and spatial entropy to fling yourself through space, leaving your destination to luck.

  First, roll 1d6. 1-2 indicates down, 3-4 indicates planar (you go neither up nor down), and 5-6 indicates up.

  Then roll 1d10. This indicates the direction you go. If you are moving up or down and roll a 10 or higher, you do not teleport. If
  you are moving neither up nor down, a result of 9 or higher indicates that you do not teleport.

  Then, roll 2d6 and multiply the results. That is how many squares you move; if not using squares, multiply the final result by 5
  to determine how many feet you move.

  If you would wind up in a solid object, the teleport fails.

  If you have used this avao in the last 10 minutes, you add +2 to the 1d10 to determine direction for each time you have used it in
  the past 10 minutes. If the result is not high enough to cause the teleport to fail, then use the original result of the die to
  determine direction.

  Causal: When you see a [teleportation] effect within the range of this avao, you may add or subtract your anarchist level from
  the roll to determine the failure of the effect; if the effect has no chance to fail, you may give it a chance to fail equal to
  your anarchist level. The origin of the effect may make a Will save to ignore this avao; CO applies to this application of this
  avao.

  Precausal: This avao has no precausal use.
Thunderstrike
  Grade: Lesser
  Active Use Time: ---
  Range: Long (400 feet + 40 feet/level)
  Effect: See text
  Duration: Instantaneous
  Saving Throw: See text
  Chaos Opposition: Yes

  Active: This avao has no active use.

  Causal: Whenever an [electricity] effect occurs within the range of this avao, you may replicate the effect. It has the same
  origin, same caster level, and behaves exactly the same as the original effect. However, Chaos Opposition applies to the secondary
  effect (that is, CO can be used to avoid the effect, regardless of whether or not the original effect allows for Force
  Resistance).

  Precausal: This avao has no precausal use.
Unpredictable Moves
  Grade: Subtle
  Active Use Time: 1 standard action
  Range: Personal
  Targets: You
  Duration: 1 round/level
  Saving Throw: None
  Chaos Opposition: No

  Active: Your movements become partially imbued with Chaos, allowing you to become blurry and massively unpredictable. You gain
  a +2 dodge bonus to AC and Reflex saves for the duration.

  Causal: Whenevever you are subject to an effect that targets an area, you may gain the Evasion ability for 1 round/level.

  Precausal: You may gain Evasion for 1 round/level. If you do, the next effect that targets an area also affects you, even if
  you are not in the area (a fireball blasts a flaming rock your way, or a haphazard spark from a lightning bolt zaps you, etc).
Wild Surge
  Grade: Subtle
  Active Use Time: ---
  Range: Close (25 feet + 5 feet/2 levels)
  Target: A single Force effect
  Duration: Instantaneous
  Saving Throw: Will negates
  Chaos Opposition: Yes

  Active: This avao has no active use.

  Causal: If the origin of a Force effect is within Close range, you may attempt to alter its "caster" level. The effect is
  allowed a Will save, as though its origin were making a Will save (if the effect's origin does not have a Will save, the effect
  has a bonus equal to its effective "spell" level). If the effect fails, then you randomly adjust the effect's "caster" level.

  Level	Modifier
   1-3	1
   4-6	1d4
   7-9	1d6
  10-12	1d8
  13-15	1d10
  16-18	2d6
  19-20	2d8

  Once you have the modifier, roll 1d6. If the result is 1-3, subtract the modifier from the effect's caster level. If the result is
  4-6, add the modifier to the effect's caster level. If the effect's caster level would be reduced to 0 or less, the effect is
  treated as though it was countered.

  Precausal: This avao has no precausal use.