Journey: Adept Disciplines

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Here's where we talk about disciplines.

Disciplines

All specials are divided into a variety of disciplines, specific applications of power. For each particular type of special (magic, divine, psionics, etc), there is a unique special, which all users of that force have access to; all other disciplines can be accessed by any force, though doing so requires a higher level of skill.

Every special listed in a discipline is a skill in its own right, and as such has a dice pool. Specials derive their base dice pool from a specific skill that is dependent upon the user and the force it is being used as; for instance, using the Special: Wall as a spell uses the Skill: Spellcraft as its base dice pool, whereas using it as a prayer uses the Skill: Litany as the base dice pool.

Discipline Format

Each discipline has its own nifty little box.

Some specials listed under a discipline may have a term in []'s after or before it, such as [Status] Ward. This means that the special is variable and can be used for a variety of things, and that other disciplines may have something such as Confusion Ward, which will link to the same special, but have the restriction that it function only for the Confusion ailment (for this example).

Selectors

The terms found in brackets are called selectors. Here we'll keep a running list of what they are and what you can select through them.

  • Energy: Arcane, Fire, Holy, Ice, Lightning, Psychic
  • Force: Magic, Psionics, Technology, Divine, Nature, Void, Time, Blue, Chaos
  • Creature: Angel, Demon, Dragon, Elemental, Mechanical, Undead
  • Status (Harmful): Addle, Blind, Burn, Confusion, Doom, Fear, Fury, Hold, Mute, Petrify, Poison, Sleep, Stun, Virus
  • Status (Beneficial): Brave, Bubble, Faith, Focus, Haste, Image, Protect, Reflect, Renew, Shell

Discipline List

Affliction: Inflict various status ailments on creatures.
Barrier: Protect creatures or areas against various effects.
Destruction: Wreak havoc on creatures, objects, and terrain.
Fire: Produce and manipulate fire.
Holy: Invoke and manipulate holy energy.
Lightning: Produce and manipulate electrical effects.
Mana: Use magic to produce a variety of effects.
Metal: Manipulate, shape, and interact with metal.
Primal: Use the power of nature to produce a variety of effects.
Psychic: Use the power of your mind to produce a variety of effects.
Travel: Make traveling easier and faster.
Restoration: Heal creatures.
Soul: Call upon the souls of creatures to produce a variety of effects.
Aid
Bravery: Improve a creature's combat prowess.
Bubble: Create a shield that protects a creature from harm of any sort.
Clear: Attempt to remove short-lived status ailments.
Faith: Increase a creature's faith.
Focus: Grant the focus status.
Haste: Move and act faster.
Image: Make multiple images of a creature.
Protect: Create a shield that protects a creature from physical harm.
Renew: Heal a creature slowly over time.
Reflect [Force]: Causes force effects to bounce off of a creature.
Reraise: Grant the reraise status.
Shell: Create a shield that protects a creature from magical harm.
Affliction
Addle: Render a creature unable to use some abilities.
Blind: Blind a creature.
Confuse: Confuse a creature.
Doom: Cause a creature to die.
Fear: Cause a creature to run in fear.
Fury: Cause a creature to go into a frenzy.
Hold: Immobilize a creature.
Mute: Silence a creature.
Petrify: Gradually turn a creature to stone.
Sleep: Cause a creature to fall asleep.
Toxin: Inflict a creature with poison.
Virus: Inflict a creature with a disease.
   
Barrier
Bubble: Create a shield that protects a creature from harm of any sort.
Contain: Attempt to contain a creature.
Debarrier: Attempt to remove Barrier effects.
Null [Energy]: Provide resistance to an energy type.
Protect: Create a shield that protects a creature from physical harm.
Reflect [Force]: Causes force effects to bounce off of a creature.
Repel [Creature]: Stop specific creature type from approaching.
Seal: Seal a door or other portal.
Shell: Create a shield that protects a creature from magical harm.
Shield: Surround yourself in a field of force.
Wall of [Energy/Material]: Erect a barrier of either a material or an energy.
[Status] Ward: Provide resistance to a status ailment.
Destruction
Crumble: Cause a stone or bone object to crumble to dust.
Cyclone: Summon a cyclone from the skies.
Debarrier: Attempt to remove Barrier effects.
Disintegrate: Attempt to destroy a creature or object.
Erosion: Attempt to erode terrain.
Extinction: Cause a group of similar creatures to die.
Firestorm: Cause an area to burst into flame.
Meteor: Summon a meteor from the heavens.
Quake: Cause the earth to shake and crack.
Rust: Cause a metal object to rapidly rust.
Shatter: Cause a crystalline object to shatter.
Tsunami: Summon a wave from the sea.
Warp Wood: Cause a wooden object to warp.
   
Fire
[Fire] Blast: Create a blast of fire energy.
[Fire] Bolt: Produce a bolt of flame.
Burn: Burn a creature.
En-[Fire]: Imbue a weapon with fire energy.
Firestorm: Cause an area to burst into flame.
Forge: Smelt and refine metal ore.
Fury: Cause a creature to go into a fury.
Null [Fire]: Provide resistance to fire.
Overheat: Push a creature to exhaustion.
[Fire] Shock: Use fire to shock a creature.
Wall of [Fire]: Erect a wall of flame.
Holy
Arise: Revive a dead creature.
[Holy] Blast: Create a blast of holy energy.
[Holy] Bolt: Produce a bolt of holy energy.
Bravery: Improve a creature's combat prowess.
Consecrate: Cause an area to be a focal point for holy power.
Diara: Deal damage to undead creatures.
En-[Holy]: Imbue a weapon with holy power.
Faith: Increase a creature's faith.
Purge: Remove beneficial statuses from a creature.
Repel [Demon/Undead]: Stop demons or undead and similar creatures from approaching.
[Holy] Shock: Use divine power to shock a creature.
Smite: Use divine power to smite a creature.
Summon [Angel]: Summon an angel to assist you.
[Doom] Ward: Provide resistance to the doom ailment.
   
Lightning
Arc: Cause lightning effects to bounce, chain, or fork.
[Lightning] Blast: Create a blast of lightning energy.
Blind: Blind a creature.
[Lightning] Bolt: Produce a bolt of lightning.
Control Weather: Control the weather.
En-[Lightning]: Imbue a weapon with lightning.
Hold: Immobilize a creature.
Null [Lightning]: Provide resistance to lightning.
Overload: Deal damage to mechanical creatures.
Shatter: Cause a crystalline object to shatter.
[Lightning] Shock: Use lightning to shock a creature.
Stun: Stun a creature.
[Blind/Hold/Stun] Ward: Provide resistance to blind, hold, or stun ailments.
Mana
[Arcane] Bolt: Produce a bolt of arcane energy.
Blink: Teleport a short distance.
Detect [Magic]: Detect the presence or absence of magic.
Mute: Mute a creature, rendering it unable to speak.
Prestidigitation: Perform a variety of small magical "tricks."
Seal: Seal a door or other portal.
Shield: Surround yourself in a field of force.
Tiny: Reduce a creature's size.
   
Metal
Forge: Smelt and refine metal ore.
Gird: You become difficult to displace.
Ironwood: Wood object functions as metal.
Keen: Make a weapon more effective.
[Magnetic] Blast: Create a blast of magnetic energy.
Magnetism: Draw or repel metal objects.
Needle: Use small amount of metal as a weapon.
Rust: Cause a metal object to rapidly rust.
Sense [Metal]: Detect the presence of metal.
Steelcloth: Cloth object functions as metal.
Sunder: Attempt to break an item.
Wall of [Metal]: Erect a barrier made of metal.
Primal
Frostbite: Chill a creature with your touch.
Gust: Use wind to move or hurl objects or creatures.
Mist: Produce an obscuring mist.
Renew: Heal a creature slowly over time.
Roots: Create an area of entangling roots.
Shock: Use lightning to shock a creature.
Sunbeam: Direct and focus the light of the sun.
Thorns: Encase a creature or object in thorns.
   
Restoration
Arise: Revive a dead creature.
Clear: Attempt to remove short-lived status ailments.
Cure: Restore a creature's hit points.
Esuna: Attempt to remove status ailments.
Heal: Heal a creature's wounds.
Invigorate: Restore target's energy.
Mend: Heal a creature of trauma.
Regenerate: Attempt to restore lost limbs.
Renew: Heal a creature slowly over time.
Reraise: Grant the reraise status.
Revive: Rouse an unconscious creature.
Soul
Cure: Restore a creature's hit points.
Diara: Deal damage to undead creatures.
Faith: Increase a creature's faith.
Fortitude: Strengthens a creature against harm.
Libra: Learn information about a creature.
Pain: Use shadow to sap the life out of a creature.
Smite: Use divine power to smite a creature.
Protect: Create a shield that protects a creature from physical harm.
   
Travel
Accelerate: Increase the target's movement speed.
Blink: Teleport a short distance.
Flight: Target gains ability to fly.
Fold Space: Fold space in on itself.
Freedom: Remove movement-impairing effects.
Haste: Target moves and acts faster.
Hustle: Actions take less time.
Invigorate: Restore target's energy.
Portal: Create a portal to a distant location.
Slide: Move a creature or object.
Sustenance: Create food and water.
Teleport: Teleport to a distant location.

Specials Descriptions

ADDLE
Disciplines: Affliction
Prerequisites: Any two Affliction specials at Rank 3
XP Cost/Rank: 5 + 5/rank
Token Cost: 8 + 4/rank
Action Cost: Long (Mental)
Range: 30 ft
Target: One creature
Duration: 15+ ticks
Avoid: Mettle negates
You addle the target's mind, causing them to forget their abilities for a short time.
Make a basic skill check with this special. The target is unable to use any skills or specials with a rank lower than the result.
This effect's duration is extended by the amount by which the target failed to avoid it.
 
Upgrades
Prerequisites
Range: The range of this special increases by 5 feet. You can take this upgrade multiple times.
None.
Effect: You gain a +1 power bonus to skill checks with this special. You can take this upgrade multiple times; the bonus cannot exceed your Potential.
None.
Duration: The duration of this special increases by 5 ticks. You can take this upgrade multiple times.
None.

 

ARC
Disciplines: Lightning
Prerequisites: Any two Lightning specials at Rank 3
XP Cost/Rank: 3 + 3/rank
Token Cost: 2 + 2/rank
Action Cost: Short Reaction (Mental)
Range: 30 ft
Target: One Lightning special
Duration: Instant
Avoid: Special (see text)
Using your knowledge of lightning, you cause a lightning effect to bounce, chain, or fork.
When you use this special, choose one of the following options: bounce.
Bounce
If a lightning special would end its area on a wall or similar solid obstruction, or otherwise target such an obstruction, you may make a skill check with this special. If the Potency of this effect is higher than the Potency of the targeted effect, the effect rebounds off the surface of the obstruction, with the angle of reflection being opposite the angle at which the obstruction was struck (if it was struck straight-on, it bounces straight back). The effect extends for the remainder of its distance in the new direction.
Chain (Alternate Use)
Whenever a creature or object is targeted by a lightning special, you may make a skill check with this special. If the Potency of this effect is higher than the Potency of the targeted effect, the effect targets another creature within its range of the original target. The effect's effective Rank is reduced by one.
Fork (Alternate Use)
Whenever a lightning special occurs, you may make a skill check with this special. If the Potency of this effect is higher than the Potency of the targeted effect, you may cause the same effect to occur within range of the original effect's origin, with its effective Rank reduced by one.
 
Upgrades
Prerequisites
Range: The range of this special increases by 5 feet. You can take this upgrade multiple times.
None.
Effect: You gain a +1 power bonus to skill checks with this special. You can take this upgrade multiple times; the bonus cannot exceed your Potential.
None.
Chain: When you use this special, you may opt to use the Chain alternate use.
Rank 3 [1d6]
Fork: When you use this special, you may opt to use the Fork alternate use.
Rank 3 [1d6]
Improved Chain: When you use the chain alternate use of this special, you may pay an additional 1/rank tokens. If you do, you can chain the effect to another target. You may take this upgrade multiple times; each time you do, you may pay an additional 1/rank tokens and chain the effect to another target.
Chain, Rank 5 [1d10]

 

[Energy] BLAST
Disciplines: Fire, Holy, Lightning Metal
XP Cost/Rank: 3 + 3/rank
Token Cost: 3 + 2/rank
Action Cost: Long (Mental)
Range: 30 feet
Area: 5-ft radius burst
Duration: Instant
Avoid: Dodge negates
You concentrate energy into a focal point, which then explodes outward.
When you use this special, you must determine what energy type you imbue the weapon with (fire, ice, lightning, etc). Note that some disciplines may dictate the energy types you can choose.
Make a skill check for this special, opposed by the Dodge skill of all creatures in the area. If you win the opposed roll, you deal energy damage to your target equal to a basic skill check with this special.
 
Upgrades
Prerequisites
Range: The range of this special increases by 5 feet. You can take this upgrade multiple times.
None.
Area: Increase the token cost of this special by 1/rank. The area affected by this special increases by a 5-foot radius.
Rank 3 [1d6]
Engulf: Increase the token cost of this special by 1/rank. The avoid for this special becomes "Avoid: Dodge half," meaning that creatures that make the avoid still take half damage.
Rank 6 [1d12]
Crush Soul: The avoid for this special becomes "Avoid: Conviction negates." If you have the Engulf upgrade, it instead becomes "Avoid: Conviction half." You cannot take this upgrade and the Mind Assault or Shred Body upgrades.
Rank 8 [1d12+1d4]
Mind Assault: The avoid for this special becomes "Avoid: Resolve negates." If you have the Engulf upgrade, it instead becomes "Avoid: Resolve half." You cannot take this upgrade and the Crush Soul or Shred Body upgrades.
Rank 8 [1d12+1d4]
Shred Body: The avoid for this special becomes "Avoid: Mettle negates." If you have the Engulf upgrade, it instead becomes "Avoid: Mettle half." You cannot take this upgrade and the Mind Assault or Crush Soul upgrades.
Rank 8 [1d12+1d4]

 

 

[Energy] BOLT
Disciplines: Fire, Holy, Lightning, Mana
XP Cost/Rank: 2 + 2/rank
Token Cost: 2 + 1/rank
Action Cost: Medium
Range: 30 feet
Target: One creature
Duration: Instant
Avoid: Dodge negates
You concentrate energy into a focal point, and hurl it at a creature.
When you use this special, you must determine what energy type you imbue the weapon with (fire, ice, lightning, etc). Note that some disciplines may dictate the energy types you can choose.
Make a skill check for this special, opposed by the target's Dodge skill. If you win the opposed roll, you deal energy damage to your target equal to a basic skill check with this special.
 
Upgrades
Prerequisites
Range: The range of this special increases by 5 feet. You can take this upgrade multiple times.
None.
Empowered: When you use this special, you may increase its token cost by 1. If you do, this special deals an additional point of damage. You can take this upgrade multiple times; each time you do, you can increase this special's token cost by an additional 1, up to a maximum of your Potential.
Rank 3 [1d6]
True Bolt: When you use this special, you may increase it's token cost by 2/rank. If you do, this special's target changes to "Area: A 5-ft wide line extending from you to a chosen intersection within range," and it affects all creatures in the area.
Rank 5 [1d10]

 

CURE
Disciplines: Restoration, Soul
XP Cost/Rank: 2 + 2/rank
Token Cost: 1 + 1/rank
Action Cost: Medium (Mental)
Range: 20 ft
Target: One creature
Duration: Instantaneous
Avoid: None (see text)
Using the power of your force, you restore a creature's ability to carry on.
Make a basic skill check with this special. The target regains hit points equal to your result; a creature cannot be brought to higher than its maximum hit points with this special.
This special is incapable of healing wound tokens or trauma tokens.
 
Upgrades
Prerequisites
Range: The range of this spell increases by 5 feet. You can take this upgrade multiple times.
None.
Effect: You gain a +1 power bonus to skill checks with this special. You can take this upgrade multiple times; the bonus cannot exceed your Potential.
Rank 3 [1d6]
Curaja: When you use this special, you may expend 2/rank additional tokens. If you do, you can target another creature. You can take this upgrade multiple times; each time you do, you can spend an additional 2/rank additional tokens and target another creature.
Rank 5 [1d10]

 

DEBARRIER
Disciplines: Barrier, Destruction
Prerequisites: Barrier - Any two Barrier specials at Rank 3, Destruction - Any three Destruction specials at Rank 3
XP Cost/Rank: 4 + 3/rank
Token Cost: 4 + 2/rank
Action Cost: Medium (Mental)
Range: 30 ft
Area: One square
Duration: Instantaneous
Avoid: None (see text)
Using your knowledge of protection effects, you attempt to weave an effect to negate their presence.
Make a skill check with this special. Any Barrier effects whose target is in the affected area, or any free-standing effect created by a Barrier special that occupies the square in whole or in part, with a Potency equal to or lower than your check result immediately end.
 
Upgrades
Prerequisites
Range: The range of this spell increases by 5 feet. You can take this upgrade multiple times.
None.
Effect: You gain a +1 power bonus to skill checks with this special. You can take this upgrade multiple times; the bonus cannot exceed your Potential.
None.
Vampiric: When you use this special, you may increase its token cost by 2/rank. If you do, when you negate an effect that targets a creature, the effect is instead transferred to you for the remainder of its duration. If you negate multiple effects, you may choose the effect you gain.
Rank 4 [1d8]
Destructive: When you use this special, you may increase its token cost by 2/rank. If you do, when you negate an effect that targets a creature, this special deals damage to the target equal to your rank in this special. If you negate multiple effects, the target takes damage for each effect negated. You cannot benefit from both this upgrade and the vampiric upgrade at the same time.
Rank 5 [1d10]
Improved Vampiric: When you use this special, you may increase its token cost by 1/rank. If you do, you gain an additional effect that you negate. You can take this upgrade multiple times; each time you do, you can increase this special's token cost by 1/rank, and gain an additional effect that you negate.
Vampiric, Rank 6 [1d12]

 

DIARA
Disciplines: Holy, Soul
XP Cost/Rank: 2 + 2/rank
Token Cost: 1 + 1/rank
Action Cost: Medium (Mental)
Range: 30 ft
Target: One undead creature
Duration: Instantaneous
Avoid: Conviction half
With a firm command, you channel power to disrupt the walking dead.
Make a skill check for this special, opposed by the target's Conviction trait. If the target fails the opposed roll, you deal holy damage to the creature equal to a basic skill check with this special; if the target makes it, it takes half damage (rounded down).
 
Upgrades
Prerequisites
Range: The range of this spell increases by 5 feet. You can take this upgrade multiple times.
None.
Effect: You gain a +1 power bonus to skill checks with this special. You can take this upgrade multiple times; the bonus cannot exceed your Potential.
Rank 3 [1d6]
Diaga: When you use this special, you may expend 2 + 2/rank additional tokens. If you do, this special's target entry becomes "Area: 10-ft radius," and it affects all creatures in the area.
Rank 5 [1d10]
Diaja: When you use this special and choose to use the Diaga upgrade, the radius affected increases by 5 feet. You can take this upgrade multiple times; each time you do, it increases the radius of your Diaga upgrade by an additional 5 feet.
Diaga, Rank 8 [1d12+1d4]

 

EN-[Energy]
Disciplines: Fire, Holy, Lightning
XP Cost/Rank: 2 + 2/rank
Token Cost: 2 + 1/rank
Action Cost: Medium
Range: Touch
Target: One weapon
Duration: 15 ticks
Avoid: None (Beneficial)
You weave elemental energy around a weapon, allowing it to benefit from that element.
When you use this special, you must determine what energy type you imbue the weapon with (fire, ice, lightning, etc). Note that some disciplines may dictate the energy types you can choose.
For the duration of this effect, the weapon deals additional damage equal to your base dice pool for this special (that is, if you have this special at rank 3, the weapon deals an additional 1d6 damage). This additional damage is of the energy type you chose when you used this special.
 
Upgrades
Prerequisites
Range: This special gains a range of 10 feet.
None.
Duration: The duration of this special increases by 5 ticks. You can take this upgrade multiple times.
None.
Improved Range: The range of this special increases by 5 feet. You can take this upgrade multiple times.
Range

 

HEAL
Disciplines: Restoration
XP Cost/Rank: 3 + 2/rank
Token Cost: 2 + 2/rank
Action Cost: Long (Mental)
Range: Touch
Target: One creature
Duration: Instantaneous
Avoid: None (see text)
You attempt to channel restorative energy into a creature, hoping to repair its more permanent wounds.
Make a basic skill check with this special. If the result is higher than the number of wound tokens the target has, the target is healed of one wound token.
This special is incapable of healing hit point damage or trauma tokens.
 
Upgrades
Prerequisites
Range: The range of this spell becomes 10 feet.
None.
Improved Range: The range of this spell increases by 5 feet.
Range
Effect: You gain a +1 power bonus to skill checks with this special. You can take this upgrade multiple times; the bonus cannot exceed your Potential.
Rank 3 [1d6]
Healaja: When you use this special, you may expend 3/rank additional tokens. If you do, you can target another creature. You can take this upgrade multiple times; each time you do, you can spend an additional 3/rank additional tokens and target another creature.
Rank 6 [1d12]

 

OVERLOAD
Disciplines: Lightning
XP Cost/Rank: 2 + 2/rank
Token Cost: 1 + 1/rank
Action Cost: Medium (Mental)
Range: 30 ft
Target: One mechanical creature
Duration: Instantaneous
Avoid: Mettle half
With a blast of power, you attempt to disrupt a mechanical being.
Make a skill check for this special, opposed by the target's Mettle trait. If the target fails the opposed roll, you deal lightning damage to the creature equal to a basic skill check with this special; if the target makes it, it takes half damage (rounded down).
 
Upgrades
Prerequisites
Range: The range of this spell increases by 5 feet. You can take this upgrade multiple times.
None.
Effect: You gain a +1 power bonus to skill checks with this special. You can take this upgrade multiple times; the bonus cannot exceed your Potential.
Rank 3 [1d6]
Overloadaga: When you use this special, you may expend 2 + 2/rank additional tokens. If you do, this special's target entry becomes "Area: 10-ft radius," and it affects all creatures in the area.
Rank 5 [1d10]
Overloadaja: When you use this special and choose to use the Overloadaga upgrade, the radius affected increases by 5 feet.
Overloadaga, Rank 8 [1d12+1d4]

 

PROTECT
Disciplines: Barrier, Soul
XP Cost/Rank: 2 + 2/rank
Token Cost: 3 + 2/rank
Action Cost: Medium
Range: 30 ft
Target: One creature
Duration: 15 ticks
Avoid: None (Beneficial)
You protect the target with a barrier that lessens the impact of physical blows.
The target gains a bonus to its DM equal to a basic skill check with this special. When this DM has absorbed damage equal to this effect's Potency, this effect ends.
 
Upgrades
Prerequisites
Range: The range of this spell increases by 5 feet. You can take this upgrade multiple times.
None.
Duration: The duration of this spell increases by 5 ticks. You can take this upgrade multiple times.
None.
Protectara: When you use this special, you may increase its token cost by 1/rank. If you do, you can target an additional creature in range. You can take this upgrade multiple times; each time you do, you may choose to increase the token cost by an additional 1 token/rank, and target one additional creature.
Rank 3 [1d6]

 

REFLECT [Force]
Disciplines: Barrier
Prerequisites: Any two Barrier specials at Rank 2
XP Cost/Rank: 3 + 2/rank
Token Cost: 3 + 3/rank
Action Cost: Short
Range: 20 ft
Target: One creature
Duration: 10 ticks
Avoid: None (Beneficial)
You construct an intricate lattice of energy around the target, causing certain kinds of effects to be reflected.
When you use this special, you must declare one Force (magic, psionics, etc) that it reflects. Note that some disciplines may require you to specify a specific Force.
Whenever the target of this special is affected by a special of the chosen type, that effect's Potency is compared to this effect's Potency. If this effect's Potency is higher than the effect's Potency, the effect is reflected back at its origin: the effect's target becomes the origin, and it's effective rank is reduced by the rank of this effect, to a minimum of 1.
An effect can be reflected only once.
If the target of this effect attempts to use a special on herself that is of the specified type, and the effect is reflected, it is reflected to the nearest legal target within range of the effect; if no such target exists, the effect fails.
 
Upgrades
Prerequisites
Range: The range of this special increases by 5 feet. You can take this upgrade multiple times.
None.
Insistence: You gain a +1 power bonus to skill checks with this special. You can take this upgrade multiple times; the bonus cannot exceed your Potential.
None.
Duration: The duration of this special increases by 5 ticks. You can take this upgrade multiple times.
None.
Improved Reflection: The reduction of the effective rank of reflected effects is reduced by one (if you would reduce a spell's effective rank by four, you reduce it by three instead). You can take this upgrade multiple times; effects successfully reflected are always reduced by at least one rank.
Rank 3 [1d6]

 

SEAL
Disciplines: Barrier, Mana
XP Cost/Rank: 2 + 1/rank
Token Cost: 2 + 2/rank
Action Cost: Full
Range: Touch
Target: One door or similar portal
Duration: 5 minutes
Avoid: None
You seal a doorway with energy, preventing it from being opened easily.
You can affect an opening that occupies up to 1 square per rank. So long as the edges of the area you choose to affect share an edge with a wall or similar physical object, and the opening is occupied with a door or similar object (open or closed), you can place this effect there.
The affected opening becomes sealed, and cannot be passed through, the door or similar obstruction slamming shut and cannot be opened normally. A creature attempting to pass through the seal must make a Strength check opposed by this effect's Potency; success allows the creature to open the door and end the seal.
 
Upgrades
Prerequisites
Range: This special gains a range of 10 feet.
None.
Improved Range: The range of this special increases by 5 feet. You can take this upgrade multiple times.
Range
Duration: The duration of this spell increases by 5 minutes. You can take this upgrade multiple times.
None.
Employees Only: When you use this special, you may specify a number of unique individuals or creature types that can pass through the seal as though it did not exist, up to your rank.
Rank 2 [1d4]
Potent Seal: When you use this special, you may choose to affect an opening that lacks a door or similar obstruction. Doing so increases this special's token cost by 2/rank.
Rank 4 [1d8]
Seal Area: This special loses its target entry and instead gains: "Area: 1 square/rank." The squares affected must be contiguous. Increase this special's token cost by 2/rank.
Potent Seal, Rank 6 [1d12]
Persistent: The seal does not end when a creature passes through it. Increase this special's token cost by 1/rank.
Rank 8 [1d12+1d4]

 

SHELL
Disciplines: Barrier
XP Cost/Rank: 3 + 2/rank
Token Cost: 3 + 3/rank
Action Cost: Medium
Range: 30 ft
Target: One creature
Duration: 15 ticks
Avoid: None (Beneficial)
You protect the target with a barrier that lessens the impact of energy effects.
Whenever the target would take resistance to all energy damage equal to a basic skill check with this special. When this resistance has absorbed damage equal to this effect's Potency, this effect ends.
 
Upgrades
Prerequisites
Range: The range of this spell increases by 5 feet. You can take this upgrade multiple times.
None.
Duration: The duration of this spell increases by 5 ticks. You can take this upgrade multiple times.
None.
Shellara: When you use this special, you may increase its token cost by 1/rank. If you do, you can target an additional creature in range. You can take this upgrade multiple times; each time you do, you may choose to increase the token cost by an additional 1 token/rank, and target one additional creature.
Rank 3 [1d6]

 

[Status] WARD
Disciplines: Barrier, Holy, Lightning
XP Cost/Rank: 2 + 2/rank
Token Cost: 2 + 1/rank
Action Cost: Short (Mental)
Range: 30 ft
Target: One creature
Duration: 15 ticks
Avoid: None (Beneficial)
You use your power to protect the creature from a specific status ailment.
When you use this special, you must declare one status ailment (Blind, Stun, etc) that it wards against. Note that some disciplines may require you to specify a specific status.
Make a basic skill check with this special. For the duration of this effect, the target gets a bonus to any checks made to avoid the chosen status ailment.
 
Upgrades
Prerequisites
Range: The range of this spell increases by 5 feet. You can take this upgrade multiple times.
None.
Duration: The duration of this spell increases by 5 ticks. You can take this upgrade multiple times.
None.
 
...the journey of a thousand miles...
Journey
...begins beneath your feet...
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