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The 96 (well, 90)

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The 96 (well, 90) Empty The 96 (well, 90)

Post by Archengeia Sat Apr 27, 2013 2:32 am

Fierneceal has already claimed 6 powers.  Flux's have mysteriously been refunded.  These are the remaining 90, in no real order.


EARTH

* Seeds of Assistance: 1/day*(Level/3).  User may put a seed into the ground anywhere in the 9 squares adjacent or directly under them.  This seed will grow on top of whatever it is planted on, including solid rock or steel, and takes until that user's next turn in Initiative to bloom.  Any friendly individual, including user, may then touch the seed and choose to be healed for 1d8*Level, or to have 1d4 conditions, curses, or negative effects removed from them.  Any given seed holds 1d6 charges before running out of energy.  The seeds will last for several minutes upon blooming.  The seeds can be destroyed if an individual seeks to do so.

Chaaarge: 1/day*(Level/3).  User gains 200' movement speed for 2 rounds.  User may choose to use this movement speed increase to charge into a target, which requires a straight run and if done on the first round prematurely ends the effect.  Such a collision throws the target back several feet depending on the windup and does 1d8*Level earth damage.

Pull: 1/day*(Level/3).  User may select a target that is within one size category of user and within 80' and yank it directly to them.  There is no saving throw on the yank.  The yank itself is very disorienting and requires a Fort DC of 25 to avoid being staggered for 1d4*Level rounds.

Crystal Chaser: 1/day*(Level/3).  Summons a small crystal that will home in either on a targeted location/enemy, or if given no direction will automatically seek out the nearest hostile force to attack it.  The amount of crystals summoned is equal to the highest stat modifier of the user.  Each crystal will hit for 1d6*Level earth damage.

Center of the Four: 1/day*(Level/5).  User stretches hands out and generates 4 small balls of energy that circle them, one for each element, that last 1d6+Level rounds.  As long as user maintains this circle, they gain a +1 to all combat-related rolls.  User may at will upon summoning, including in the round they summon them, shoot all four out in a cross formation.  These orbs will continue onwards at 20' move speed, bouncing off the walls and injuring any individual they move through for the full duration of the effect for 1d8*Level of the appropriate elemental type.

Crush: 1/day*(Level/4).  User summons a small claw made of solid stone that will on its own seek out the nearest enemy of Large size or smaller.  Upon reaching said target, the claw will attempt a STR check to grip that target and then, if successful, will crush inwards with such significant force it will shatter the stone itself, doing 1d8*Level damage.

Steelbody: 1/day*(Level/3).  For 1d6+Level rounds, User morphs themselves and all their possessions into solid, mobile steel.  This grants them +2 STR, +10 Fortitude, 2 additional Hit Die (temporary), and DR of 5 Magical.  In addition, any weapons they were using do blunt damage for the duration and gain the +1 damage bonus for being steel.  This is regardless and in addition to the original material of the weapons.

* Exoskeleton: 1/day*(Level/3).  User generates a layer of crystals on their skin that grants them 1d6*Level health per turn for 1d4+(Level/2) turns.  User may at any time while wearing the crystals touch a friendly target, transfering part of the crystal skin to them.  This gives both individuals the regen but the total duration of the effect remains unchanged.  This effect can be spread to a max total, counting original user, of 4 targets.

* Iron Roots: 1/day*(Level/3).  User summons forth strong roots and vines into existence around target friendly, enveloping them completely within.  If target is Downed, they are brought back to functionality on their next turn at half their max health, rounded up.  If target was not Downed, they gain 3 seedlings on their person which last up to 1 day and can be consumed as a partial action to heal for 1d8*Level at any reasonable time.

Combined Crush: 1/day*(Level/3).  User can activate this mode for 1d4+(Level/2) rounds or 1d6+Level minutes.  User gains the ability to swing their melee weapon and injure a foe at 30' + 5'*(Level/2) as though foe was in melee range.  User also gains +(Level/2) to AC for the duration.

Crystal Satellite: 1/day*(Level/3).  Summons a crystal to orbit the caster for 1 hour/level.  This crystal will absorb the first projectile or magic attack that would otherwise hit the caster, and immediately replicate it and reflect it back at the attacker.  The spell and/or projectile is an exact duplicate of the one reflected.

Sawblade Storm: 1/day*(Level/5).  Once started the process cannot be stopped.  For the next 2d4 rounds, summons 1d20+Level miniature crystalline sawblades at user's location per round that fly out either towards a target or in a given direction.  This can be 'moved' but is a slow process, only adjusting a few feet in any given direction per round as the storm continues.  Each individual sawblade does 1d4*Level earth damage.

Omnivision: 1/day*(Level/3).  For up to 1d6+Level minutes, user gains darkvision, true seeing, detect magic, and the ability to see a wide variety of things including heat sources, magical auras, ley lines, and the like.

Magical Compression: 1/day*(Level/4).  User can roll a d20 at GM's discretion to 'draw' a given spell into themselves.  If successful, the spell is effectively negated as though it never triggered.  This ability can be used at will during another's turn, for obvious reasons, but doing so will cause you to 'pass' your next turn.

* Aid of the Golem: 1/day*(Level/3).  User summons a circular wall around target friendly or self that imbues that target with an increase of 1+(Level/2) of AC and 1+(Level/4) DR.  The initial infuse also heals the target for 1d6*Level.

* Reversal: 1/day*(Level/5).  User may activate this mode for 1d4+(Level/3) rounds.  During this time all damage dealt to that user is treated as healing and vice versa.  Note that some damage types and spells will get around this, at GM's discretion.  Upon the termination of the effect, a Fortitude save at GM's discretion is required to avoid being stunned for a number of rounds.

Claw Blade: 1/day*(Level/5).  Extends a thin but long claw from user's arm, which adds 1d4 to hit and 1d6*Level to damage on any melee attacks.  This claw can last for 1d4+(Level/3) hours.  Claw can, one round after summoning, be expeled in a direction as a ranged attack at the user's +to hit for melee attacks, doing earth damage as though user had swung a melee weapon.  Upon flinging and the strike being made the claw dissolves.  

Concrete Shot: 1/day*(Level/3).  Fires forward a small glob of rock that hardens either within 6 seconds or upon contact with a target.  This rock will then remain for 1 minute * Level, whereafter it will disintegrate.  If this shot lands on a target of medium or smaller size, the shot will solidify around said target and limit their movement and ability to function, requiring a Reflex save of 15+Level to avoid and then a 15+Level STR check to break out of it thereafter.

Smash: 1/day*(Level/4).  User solidifies their body into solid steel and temporarily gains DR 15 Magical, then leaps into target foe or object within 20' with the force of a rocket, doing 1d6*Level earth damage and various other possible effects such as knockback, stun, etc. at GM's discretion based on target, requiring a Reflex roll of 15+Level to dodge.

Stone Shield: 1/day*(Level/4).  Generates 1*Level large chunks of rock that orbit the user at high speed for 1d4+(Level/2) rounds.  Anything coming into contact with these stones by being in adjacent squares is collided with one, doing 1d8*Level earth damage.  User can, one round after summoning the shield, expel the stones in a circular motion that will produce the same effect upon impact, rotating outwards for up to 30'.

Debris Shield: 1/day*(Level/5).  User reaches out a hand and draws in a 5' cubed block of whatever random materials are in the area.  This cube itself remains cohesive for 1d4+(Level/2) turns.   This block will, depending on materials used and at GM's discretion, injure if hurtled by someone strong enough to do so, hitting for 1d6*Level earth damage.  User may smash the block with an attack, which will make the debris rotate around them and shield with 1d4*Level HP them from attacks in a manner such that any given attack against user that successfully hits takes its damage out on the shield's HP.  Once the shield runs out of HP the debris has run out.  The shield itself may last for 1d4+(Level/2) turns, regardless of how long it was held together in block form.

AIR

* Conduit: 1/day user may make a touch attack on two targets.  If one of the targets is friendly they can allow the touch at no roll.  Upon success, user conducts the lifeforce directly from one target to the other, in whatever direction they choose, for 1d4 rounds or until contact is broken.  Once a direction and targets are chosen the effect cannot be stopped by user voluntarily.  The target being drained may make a fort save of DC 25 in order to break away and use their turn to move out of reach, ending the effect.  The amount of life stolen depends on the GM's discretion, due to many variables.

* Defibrillate: 1/day*(Level/3).  User bathes the nearby area in electrical energy which arcs between all living entities nearby.  Any given arc can jump up to 20' total, and creatures can only be jumped from once.  For each target the lightning arcs through, heal all nearby friendlies within 50' radius for 1d6*Level per jump.  This heal will also bring any Downed friendlies back to active status at half health rounded up.

* Valvalician Winds: 1/day*(Level/5).  User temporarily replaces the floor, as applicable based on circumstance, and location within 50' radius with a 'floor' of whirling wind.  This wind increases the move speed of all friendlies moving upon it by 10', and heals them for 1d6*Level per round.  All enemies must succeed at a Reflex check of DC 20+Level in order to perform any complex function.

* Wind Step: 1/day*(Level/3).  User teleports unerringly to a target friendly within 100' and heals that target for 1d6*Level or triple their current health, at user's discretion.  Any additional health gained by this heal is treated as temporary HP until lost via 8 hours of rest, taking sufficient damage, or other normal means.  Upon healing the user teleports unerringly back to within 5' of where they started.

* From The Heavens: 1/day*(Level/4).  User generates four clouds that disperse into the air up above the battlefield.  If indoors they cling to the ceiling.  These clouds will remain for up to 1d6+Level rounds, and can be activated at any time and in any order.  Each cloud that is activated shoots a bolt of energizing lightning down on their square, spreading out to the adjacent 8 squares and healing any friendly individual in the range of effect for 1d6+Level.  The fourth and last cloud activated will also in addition to its normal effect shoot a bolt of damaging lightning to whatever the nearest target is for 1d6*Level air damage.

* Healing Winds:1/day*(Level/3).   User may either summon a gentle breeze throughout the nearby region which heals all friendlies for 1d4*Level per round, lasting 1d4+(Level/2) rounds; Shoot a concentrated burst of wind 10' wide that goes forward 40' and heals for 1d6*Level to any friendlies in its range; or summon a powerful vortex of wind centered around them that goes straight up and down for 100' or to the floor/ceiling, and goes out in a 10' radius, healing for 1d10*Level.

Thunder Arc: 1/day*(Level/3).  Shoots 3 wide bolts of lightning, 10' wide each, forward and 45 degrees to the left and right.  These bolts travel for 100'.  Contact requires a Reflex save of 10+Level for half damage, otherwise targets take 1d8*Level air damage and must roll fortitude of level+10 to avoid being stunned for 1 round.

Expulsion: 1/day*(Level/3).  Abruptly generates a large amount of wind centered on user and going outwards.  This affects friend and foe alike and has a relative radius of about 20'.  There is no saving throw against being blown back, though a successful Tumble is required for any affected targets to land on their feet.  

Lightning Ball: 1/day*(Level/3).  Creates a small bolt of lightning that will travel unerringly towards a given destination or target for up to 20 minutes, attached to whatever surface directed.  This can be the ground, ceiling, wall, or any combination thereof.  The ball will use the relative INT of the user in determining a path to its destination.  Upon reaching it it can be set to stay for the full duration in that location, or detonate for 1d8*Level air damage.  If anything encounters the ball along its path or after it has been set to 'stay', it does the detonation damage as well.

Air Vent: 1/day*(Level/4).  Summons a whirling tornado around user, granting them the ability to fly or 1d4+(Level/2) rounds, with the additional ability to move up or down at triple their normal movement speed.  While this is in effect, any enemy attempting to strike them with a melee attack must succeed a STR check at GM's discretion to succeed, and any ranged attack gains a -1d8 to hit.

Heli Blade: 1/day*(Level/5).  Generates a 2' long cross-shaped blade that can be controlled through wind currents as if it had Fly on it during user's turn at a speed of 20'.  This blade only lasts 1d4+(Level/3) rounds or 1d6+Level minutes.  Upon coming into contact with a target the blade will begin rotating at rapid speeds, doing 1d4*Level air damage per round for the remainder of its duration and for each round after the initial will cause additional 1d4*Level physical damage in bleeding for targets that apply.  This can be used more mundanely to cut distant objects of up to a certain strength of material.

Maelstrom: 1/day*(Level/3).  For 1d4+(Level/3) turns user transforms into a violent tornado of their equivilent size (aka a Medium creature forms a Medium tornado).  They double their movement speed, gain the ability to fly at will, and essentially become immune to all but certain forms of damage at GM's discretion.  User cannot, obviously, attack or cast or otherwise function aside from to move and communicate while in this form.  Any targets sharing the same space as the user must succeed at Concentration checks of 15+Level in order to accomplish anything, including moving.

Lightning Whips: 1/day*(Level/5).  User generates whips of lightning from their wrists that are a foot long by default, but can extend up to 20' each.  These whips can be used to attack with for 1d6*Level air damage and +1 to hit, or be used to attempt to wrap a target up with the whip which involves an attack roll versus the target's DEX roll, whereupon user can funnel the rest of the energy of the whips into the target, losing the whips but doing 2d8*Level air damage in the process that the target cannot avoid.

Excessive Output: 1/day*(Level/5).  User spends one turn generating a massive charge of electricity within themselves.  Upon charging, user's arms go rigid and stick straight out.  For 1d4+(Level/3) rounds they generate two massive beams of electricity shooting straight out from each arm, reaching to the nearest solid object or outwards up to 100'.  These beams cannot be stopped once started, even by the death of the user.  These beams do 2d8*Level air damage, are very distracting, and can stun nearby users simply by virtue of proximity, at GM's discretion.  

Quick: 1/day*(Level/3).  User gains incredible agility and speed for 1d4+(Level/2) rounds.  Quadruples move speed, jump height, and prevents user from being damaged from the severe stress of this increase.  This also enables the user to fall great distances without taking damage, and collide with surfaces or objects at speed to no ill effect.

Stopisn: 1/day*(Level/3).  User gains the ability to move normally on abnormal substances as though moving about on the ground for 1d6+Level rounds.  This includes walls, ceilings, water, lava, dense clouds, and the like.  Note that any attack to user during use requires a Concentration roll to maintain the effect in relation to damage taken (if any), or risk losing it.

Homing Tendencies: 1/day*(Level/3).  User can apply this to any projectile attack or projectile-based spell or ability.  This grants this ability full homing, such that it can maneuver around walls or other obstacles unerringly towards its target, and also removes the ability of the target to perform any reflex rolls to dodge or avoid it as would normally be allowed.

Soul Barrier: 1/day*(Level/5).  Draws a portion of user's soul to surround one's self with a barrier of energy that provides bonuses to AC (+5, stacks with everything), DR ( +8 ), and protection from a good number of spells.  Use of this barrier requires concentration and so reduced the movement speed of the user to 5' for the duration.  User can still attack, cast, or perform other actions from within the barrier.  For each round past 1d4+(Level/3) maintaining the barrier requires a Concentration check of slowly increasing DC, starting at 10 and going up by 5 each round.  This barrier itself can be broken with sufficient force, physical or magical, and if done so user is unable to take any action for the next round while they try to regain the injured piece of their soul.  It is worth noting it does take considerable power to break the barrier so this is not a concern in standard combat, but virtually any boss creature could manage it.

Trexterity: 1/day*(Level/3).  User concentrates and gains the ability to tri-wield for 1d6+Level rounds.  This works via the third item or weapon that is not in use at any given time being airborn, and user continuously juggles the weapon they are not using as of that moment.  This grants them the ability to make an additional attack per round at no negative or positive to hit with the third weapon in question for the duration.  User must, of course, have a third weapon available to use for this ability to function.

Triple Blade: 1/day*(Level/3).  User may summon a tri-pointed blade.  This blade may be flung at a target, whereupon it will begin rotating very quickly and generate a miniature tornado, which will temporarily stun any creature that gets caught in its path for 1 round if they fail a Fortitude DC of 15+Level.  User may attach it to their back, which allows them to fly as though they were a winged creature such as a harpy or a bat for 1d6+Level minutes, whereupon the blade vanishes.  User may also stick the blade out in a given direction, thinking of a target spot or location, up or down, within 60'.  The blade will unerringly yank to that spot, taking the user with it, whereupon it will stay for 1d6+Level minutes attached to said spot, whereupon it will disappear.  The user may, of course, let go of the blade before it vanishes.

Refined Control: Passive.  User permanently gains 5 to reflex, 1 to DEX, +4 to Acrobatics, and 5' increase to movement speed.

Spike Blink: 1/day*(Level/4).  User picks a square within 50' radius, which is a partial action.  At any point in the next  1d6+Level rounds, user may instantaneously teleport to that spot, shooting out several large spikes of electricity in all directions that damage everything within a 5' radius for 1d8*Level air damage.  If this is done on an occupied square that occupant takes additional 1d6*Level air damage and is removed from the square, violently.  If this is done 'out of turn' order, user skips their next turn in its entirety.

Lightning Web: 1/day*(Level/3).  User flings a strong web of netting at a given target within 20', which they must succeed at a Reflex roll of DC 15+Level to avoid.  This web lasts for 1d4+(Level/2) rounds.  Once trapped within the web they cannot move, and any attempts to break free, attack, or cast within the web result in it jolting them for 1d6*Level damage and forcing a Fortitude roll of 15+Level in order to continue their action, otherwise they lose their turn.  GM's discretion on how the web is broken.

Analysis: 1/day*(Level/3).  User may spend a partial action to analyze a given target, friend or foe.  For 1d6+Level minutes thereafter, they gain one unique ability, stat, or knowledge from that target.  What they gain will fully be at GM's discretion, but in most cases they will be able to choose.

FIRE

* Healynte: 1/day*(Level/4).  Generates a ball of concentrated energy that can be flung anywhere within 20' with +5' for each STR modifier.  This energy remains for up to 5 turns before detonating on its own, can be detonated by another individual moving onto that square, or by remote activation on behalf of the user.  Upon detonation it hits the neighboring 8 squares for 1d6*Level fire damage to hostiles and 1d6*Level healing to friendlies, increased by +2 for each round left undetonated.

* Breath of Fire: 1/day*(Level/3).  User breathes a concentrated cone of fire that can reach out to 20' in any given direction.  This fire has three possible effects based on what is caught in the blast.  Any enemies are burned for 1d6*Level fire damage.  Any friendlies are healed for 1d6*Level life.  And any Downed friendlies are immediately risen at half their total health, rounded upwards.

* Solar Cleanse: 1/day*(Level/4).  User summons a sphere of flame with (Level/2) charges that partially encircles the user.  This is a partial move action.  Any round thereafter user may expend a charge and hurtle one of the orbs in a direction, which will travel for up to 50' and heal any friendlies in its path for 1d8*Level, in addition it will remove one negative effect on any friendlies (such as petrify, sleep, daze, poison, et cetera).

* Smolder:  1/day*(Level/4).  User suffuses themself with magma for 1d4+(Level/2) rounds, gaining the ability to channel a short beam of energy to any friendly target within 30'.  Channeling the beam requires a full action, but can be moved to a new target at the beginning of a given round.  Regardless this beam heals for 1d8*Level per round, plus an additional effect depending on the element of the region.  Water: The beam also removes one negative effect from target per round.  Earth: Target gains an additional 1/2Levels to AC for the duration.  Wind: Target gains 10' increased movement speed and +1/Level to hit.  Fire: User gains +1/Level to damage.

* Molten: 1/day*(Level/4).  User imbues a friendly target with direct fire elemental energy for 1d4+(Level/3) rounds.  That target gains +1 to attack, +1 to AC, their attacks automatically do additional 1d4*Level fire damage, and they regenerate 1d6*Level health per round.  All of these effects are increased by a factor at GM's discretion when in a elemental fire region.

* Celestial Call: 1/day*(Level/3).  User generates a large ray of energy from the heavens that suffuses the area for 50' radius, lasting for 1d4+(Level/3) rounds.  The specific effect depends on the time of day.  If it is daytime (defined as the sun having risen in the region you are currently in), this light will heal all friendlies including user within its area of effect for 1d8*Level per round.  If it is night time (defined as the sun having set in the region you are currently in) then this summons 1d4 small blasts of energy per round that blast any hostile forces within the radius each round for 1d8*Level Holy damage each.

Fire Shield: 1/day*(Level/3).  Summons a whirling shield of fire around the user for 1d4 rounds.  Upon coming into contact with a hostile living target, the flames coalesce on that target for 1d8*Level fire damage. This shield may also be flung in a given direction, where it will coalesce on the first item or individual in its path for the same effect.

Magma Shot: 1/day*(Level/5).  Gains the ability to empower one's attack with molten magma that adds 1d6*Level fire damage to any successful hit, and has the chance to burn the target for 1d6*Level damage and varying effects at GM's discretion.

Atomic Fire: 1/day*(Level/4).  Morphs user into a concentrated force of flame for up to 1d4+(1*Level) rounds.  For the duration, user moves at triple move speed.  Anything coming into contact with the flames takes 1d6*Level fire damage, doubled if collided with at speed.  User can end effect at any time to reform at new location.  For the duration of the effect, movement is done as if jumping, such that one can traverse a canyon or a gap if done in one move.

Solar Charge: 1/day*(Level/3).  While in direct exposure to sunlight, can charge this ability for up to 3 turns.  Each turn increases the damage done by another factor.  Generates a concentration of solar, heated energy that can then be hurtled at any target within 100' for 1d6*level * Charge# fire damage.  If the blast is a full, 3-charged blast, there is splash damage in adjacent 8 squares for 1d8*Level fire damage.

Cloak of Flames: 1/day*(Level/4).  Wreathes user in a light cloak of fire.  Everytime user takes damage, this cloak grows in size by one step.  Any damage of the four elementals done to the user is absorbed fully by the cloak, and it increases in size by 2 steps.  When the cloak reaches a size of 5, user can perform one of two attacks: They may focus all of the fire on a single target, doing 1d8*Level fire damage. This attack, if used on any creatures or people of not-sufficient power, they are completely incinerated to a small pile of ash.  They may also send out a massive storm of flame that engulfs everything except friendlies within a 100' radius, that expands to the limit of the region (example: If done inside it will not blow through the walls, but will expand to the edge of said walls).  This flame storm does 1d6*Level fire damage, raises the temperature of the area significantly, and will probably set everything nearby that is not a friendly individual on fire.  

Pillars of Flame: 1/day*(Level/3).  User slams their weapon into the ground, which causes 1d4 pillars of flame to burst up from the ground at locations the user can determine within a 40' radius.  These pillars cannot stack on one another.  Anything caught within the pillars takes 1d8*Level fire damage.

Gravity Bomb: 1/day*(Level/4).  Summons a small well of gravity for up to 1d4+(Level/2) rounds that, while active, renders targets unable to move if they fail a flat STR check of DC 15+Level.  While active, the well uses the user's movement speed to maneuver with perfect maneuvering in all 3 dimensions, but the user themselves forfeits their turns in favor of the well's.  The well itself can occupy any space, regardless of occupants.  While in the same space as an object or individual, drains 1d6*Level health from that target for each round present, healing the user for the same amount. This drain is considered Magical damage for purposes of DR.

Stop Flash: 1/day*(Level/3).  User generates a blindingly bright beam of light that can be centered on them going in all directions, or directed in a specific area and to a specific degree of width, down to 5' square minimum.  This light is intensely bright and all nearby individuals and creatures other then user and user's party must roll a successful reflex roll to shield their eyes or be blinded for 1d4 rounds.  A successful roll still results in being staggered for 2 rounds.

Crash: 1/day*(Level/6).  User spends one turn charging up energy.  Next turn they leap straight up into the sky and rocket unerringly into any target within 200'.  This causes a powerful, concentrated explosion on target for 2d8*Level fire damage.  This damage automatically pierces any kind of DR except a small few at GM's discretion.

Energy Slash: 1/day*(Level/4).  For 1d4+(Level/3) rounds, any melee attacks utilized by the user also generate an arcing wave of energy just past the swing.  This arc effectively increases the reach of the user by 5', with the arc doing the same damage a melee swing would do but of magical damage instead of physical.  If target is within melee range to begin with, they get hit by both swings, with damage rolls being done seperately.  The energy wave cannot crit.

Time Flicker: 1/day*(Level/5).  User can freeze time for all things other then user.  Some unique individuals or creatures are 'immune' to this.  This time stop only lasts for 1 round at a time.  Normal rules for Time Stop apply otherwise.

Drill Infusion: 1/day*(Level/4).  Hurtles a sharp object that can penetrate most armor to imbed itself directly into target.  Effective range of the shot is 20', past that the object dissapates rapidly.  Upon imbedding, target temporarily loses 1*Level AC until the bolt explodes inwardly, doing 1d6*Level damage that penetrates all but the strongest of DR.

Code of Honor: 1/day*(Level/3).  For 1d4+Level minutes, user gains an increase of +1*Level to Diplomacy and Intimidate.  If used in combat against an enemy or enemies that would be receptive towards an honorable discussion, can convince those enemies towards alternative actions, such as allowing the party to pass without incident or assisting them instead.  This is fully at GM's discretion.

Omniflame: 1/day*(Level/4).  For 1d4+(Level/3) rounds, user generates 4 weapons of flame of the type of their choice that they are proficient in, within reason, that they can attack with each round for the duration at +1*Level to attack.  These additional weapons are effectively controlled mentally, which means anything that would interrupt the user's concentration or mentality would disrupt the effect early.  

Barrage: 1/day*(Level/5).  User charges up for 2 full rounds.  On the third round, user unleashes an onslaught of 1d4*Charge# bolts of elemental energy of their choosing (can also be a mix) upon a targeted 10' square area.  Each bolt does 1d4*Level damage.  User may continue to generate the Barrage for up to 3 rounds total.  Any given individual in the target area who sustains more then one round of the Barrage must succeed at a fortitude throw of DC 15+Level in order to function and move out of the targeted area.

Gravity Shift: 1/day*(Level/4).  Can temporarily reverse gravity within a localized region up to 100' radius.  This can also be done purely for the user themselves.  In either case it lasts 1d4+(Level/2) rounds.  If an individual or object careening upwards reaches the terminus of the effect, they will promptly fall back down again, and then back up, until they stabilize at the edge of the effect until it ends, at which point they will plummet back down to the ground with expected results.  The user themselves gain immunity to falling damage in any direction for the duration of the effect.

Burning Spores: 1/day*(Level/4).  User hurtles a red orb of flame into a location of distance 20' + 5' per STR modifier.  Upon impact the orb explodes into a fine red mist that spreads out in a 20' radius.  This mist persist for 1d4+(Level/2) rounds, and will grant all friendly targets within its radius +1*(Level/3) to attack and damage rolls, and -1*(Level/3) to all enemy rolls of any type.

Imperil Arcs: 1/day*(Level/5).  User generates 4 pillars of energy directly behind them in a vanguard formation, which then rocket forwards at rapid speeds, colliding with whatever targets or objects are in the way for a distance that the user determines, up to 50'.  The damage from the impact is 1d6*Level, and target loses -1*(Level/3) AC for the next 1d4*(Level/3) rounds

WATER

* Vampiric Embrace: 1/day*(Level/3).  User may grip a target by besting them in a STR check.  Assuming no other things get in the way of the 'connection', user then spends the next 1d4 rounds draining energy from the target, doing 1d6*Level damage and healing the user for half that amount.  At the end of the drain, if successfully completed without interruptions, user gains some ability, knowledge, strengths, or otherwise benefits based on the individual drained.  This is fully at GM's discretion on a case-by-case basis.

* Aqua Cura: 1/day*(Level/4).  User generates 4 jets of water that splash upwards from the ground on target squares.  These jets will reach up to 15' in height.  Any friendly individual in the jetstream will be healed for 1d6*Level, any foe within the stream will be damaged for 1d6*Level.

* Blood of the North: 1/day*(Levels/4).  For 1d4+(Level/3) rounds, target individual or self is granted a brutal aura of frost which grants them full lifedrain, such that all damage they deal for the duration heals them for 100% of that damage dealt.

* Of Thine Waters: 1/day*(Level/5).  User spends one partial action charging up.  For their next 2 turns minimum they are unable to take any actions except continue to channel the ability, which generates a refreshing aura of healing in a 100' radius that will heal all friendly units within for 1d8*Level per round.  After 3 turns the user has to start making Concentration rolls of increasing difficulty at GM's discretion to maintain the effect.

*Refreshing Return: 1/day*(Level/3)User makes a sudden spike of ice surround a target, which then immediately melts into healing waters.  This may either be used on a Downed friendly or a conscious one.  If used on a Downed friendly that target returns to activity immediately with half their total health, rounded up.  If used on a target that is not Downed, they receive +1d4 to their AC for 1d4+(Level/2) rounds and are healed for 1d6*Level a round for the duration.

Ice Beam: 1/day*(Level/3).  Fling frozen energy at a target, who must make a fortitude save of Level+10 or be frozen in place for 1d4 rounds.  Frozen targets take increased damage from numerous sources, or can be utilized as impromptu stepping stones or walls.

Slider: 1/day*(Level/3).  User gains the ability to slide around on otherwise non slick surfaces at will.  This can be turned on and off once every 6 seconds.  While sliding, doubles all movement speeds but must make reflex saves at GM's discretion to engage in any activity more complicated then simply moving.

Sea Legs: 1/day*(Level/3).  For 1d6+1 hours, gain the ability to swim at great speeds and breathe underwater, as well as be unaffected by concerns of pressure or underwater lighting.

Sulfur Bubble: 1/day*(Level/3).  Summons a large bubble of acid at a given location, which can include a target.  If summoned above open ground it will fall and splash, hurting everything within a 10' radius.  If summoned on a target, the target will be encased within the bubble and take 1d6*Level water damage every round for 2d6 rounds until the bubble pops, then splashing as per normal.  Target may attempt to pop bubble prematurely at GM's discretion.

Torrent: 1/day*(Level/3)Creates a powerful wave of water 10' in width that surges forward, which will 'cling' to the ground until it reaches its range limit of 40'.  The wave itself does 1d8*Level water damage, and target must make a Reflex save of DC 15+Level in order to avoid being swept along with the wave.  This effect is not limited to a single target.  Note that a very small number of creatures are immune to the stun effect, but will still take the damage.

Directed Shards: 1/day*(Level/3).  User summons 1*(Level/2) chunks of ice on either side of them, divided evenly.  User may point in a given direction at any time over the next 5 rounds with either or both arms.  Upon pointing all of the shards on that side jet forward, not stopping for 200'.  The shards do 1d6*Level damage each and if capable will pierce objects that they can and keep going until they reach their terminus.

Frost Giant: 1/day*(Level/3).  User generates massive fists for 1d6+Level turns, made of solid ice that cover their own lower arms, encasing any weapons they were carrying and being imbued by them.  Any damage or increase to hit from the user's weapons is copied onto the frost fists.  This increases the reach of the user by 5', makes all melee damage done by the user watertype, and grants the user +1*Level to hit if User is not a melee primary class.  These fists start with 1*Level Charges.  User may utilize a charge to send giant chunks of ice hurtling in a given direction that do 1d8*Level water damage upon impact.  When all charges are used up, even if the duration has not run out yet, the fists evaporate.

Frozen Trap: 1/day*(Level/3).  User lays down a thick sheet of ice in a circle surrounding them, going out in a 30' radius.  This ice holds the usual penalties for moving on such a slick surface.  Once per round, starting on the user's next turn, the user may focus the ice in a 5 block cross-shaped area onto the center-most block of that shape in the form of a sharp spike of ice, doing 1d8*Level water damage to whatever or whoever is standing on those squares.

Time Stall: 1/day*(Level/5).  Using this does not take up any actions on the user's turn, and they can take their turn then immediately take another turn thereafter.  In non-combat this effectively allows them to repeat the last several seconds for themselves, but their original self remains so this must be taken into account.

Harsh Reflection: 1/day*(Level/3).  User targets a given enemy and creates 1d6 miniature-sized copies of them that last 1d6+Level rounds.  These miniature versions of them have all the abilities and attacks of the full-sized version, but do significantly less damage.  They will automatically attack their originator, and then assuming their originator dies attack any nearby enemies before they vanish.

Of Two Minds: User gains the permanent ability to roll any non-combat skill roll twice and choose the highest of those rolls to utilize.  The way this works is user rolls both dice simultaneously, and then chooses which roll to utilize.  User also gains a permanent +5 to their Will save, and a +5 to their Awareness.

Replicant Effect: 1/day*(Level/3).  User can duplicate any projectile attack or projectile-type spell by any target within 100'.  Given projectile is duplicated 1d4 times.  For purposes of attack rolls and damage, treat each 'shot' as a seperate roll.  There is a limit to the size and power of the projectile that can be duplicated, per GM's discretion.

Gemini: 1/day.  User may twin themselves.  The duration depends on the situation; within combat this lasts 1d6 rounds, out of combat it lasts 2d6 minutes, due to the concentration required.  The twin is identical in every way but goes immediately after the original self in Initiative order.  Any action taken by the twin more complicated then basic movement requires a roll of either straight INT or Concentration, whichever is higher, to succeed.  Note that any items of note such as wands with charges, scrolls, and excess inventory are not twined, only the individual and their immediate equipment.  While the twinned gear will disappear along with the twin at the end of the duration, the twin may change clothes or be affected by polymorph or other disguise methods just as the original would.

Receptive Elasticity: 1/day*(Level/3).  For 1d4+(Level/2) rounds user gains the ability to recoil and rebound to blows, impacts, and the like such that if they fell from a large distance they would merely bounce, and if hit with a physical object such as a melee swing or a ranged attack it would have to be rolled at GM's discretion to determine if it did any damage at all.  While this is active, electricity used on user will heal them, fire used on user will grant them the ability to 'pull' enemies directly to them, earth being used on them does no damage but instead stuns them for 1 round, and water being used on them they gain a 1 round boost to movement speed of an additional 30'.

Reactionary: 1/day*(Level/3).  For 1d4+(Level/3) rounds user gains the ability to 'counter' several types of attacks in different ways.  If successfully struck in melee, several small explosions go off nearby, affecting the neighboring 4 squares for 1d6*Level water damage.  If struck by ranged, a tall bubble wall generates in the direction of the attack and moves quickly towards the source of the attack.  This bubble wall may continue pushing the target, potentially crushing it against a nearby wall if the target fails a STR check or uses other means to destroy the wall, for 1d6*Level water damage.  If struck by a negative spell, a bubble with one of the small explosive energies generates and rapidly homes in on the source of the spell.  If target is struck by this bubble and fails a reflex roll of DC 15+Level, target is trapped within the bubble and lifted several dozen feet off the ground (or to the ceiling if applicable) before the explosion goes off, damaging them for 1d6*Level water damage.

Ice Storm: 1/day*(Level/5).  User spends one turn focusing the energies of water upon them, noticably lowering the temperature of the area they are in.  On the next turn, their entire body projects a massive beam of frozen energy in a given direction, continuing for 100' or until the beam is fully obstructed by an object.  Anything caught within the blast may attempt a reflex save of DC 20+Level to attempt to take half damage.  Regardless of a successful Reflex roll or not, any targets in the beam must roll a successful Fortitude of 20+Level to avoid being frozen for 1d3 rounds.  The total damage done is 1d8*Level water damage.


Last edited by Archengeia on Sat Sep 28, 2013 9:35 pm; edited 5 times in total
Archengeia
Archengeia

Posts : 4083
Join date : 2013-02-13

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Elemental Affinity: Nothingness
Class: GM
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The 96 (well, 90) Empty Re: The 96 (well, 90)

Post by Zeiss Sat Apr 27, 2013 3:35 am

Okay, I would like the power Of two Minds. It is not in the list as I am writing right now, so here is the description Arch gave me :

Of Two Minds: User gains the permanent ability to roll any non-combat skill roll twice and choose the highest of those rolls to utilize. The way this works is user rolls both dice simultaneously, and then chooses which roll to utilize. User also gains a permanent +5 to their Will save, and a +5 to their Awareness.


Since I will take the Orator prestige class next level and that I will be the guy to go to for skills (I don't want to miss traps again... -_-), I would like to have this power. If no one objects.
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The 96 (well, 90) Empty Re: The 96 (well, 90)

Post by Gwydo Sat Apr 27, 2013 4:31 pm

Both the Defib and Celestial Call would be of interest to me.
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Gwydo

Posts : 525
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Age : 46
Location : Oregon

Character sheet
Elemental Affinity: Life
Class: Paladin
Race: Lugian

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The 96 (well, 90) Empty Re: The 96 (well, 90)

Post by Permeus (tabran) Sat Apr 27, 2013 4:48 pm

Despite the fact that I like that skill too Zeiss it is a perfect fit for your character build and you will have no resistance from me.

I can't wait to check out the water styal skills Cool
Permeus (tabran)
Permeus (tabran)

Posts : 1027
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Elemental Affinity: Water
Class: Yellow Mage / Rogue
Race: Lycanthrope

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The 96 (well, 90) Empty Re: The 96 (well, 90)

Post by Archengeia Sat Apr 27, 2013 8:03 pm

Edited to add the final Powers. The full list is now there, free for perusal.
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Archengeia

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The 96 (well, 90) Empty Re: The 96 (well, 90)

Post by Essoje Sat May 11, 2013 10:32 pm

Crash and Expulsion sounds pretty Javan-themed, somehow. Actually, most of the wind and thunder powers sound great for Javan, but a good few of them would be less useful for a dragoon fairy.
Essoje
Essoje

Posts : 1136
Join date : 2013-02-11
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Elemental Affinity: Air
Class: Fighter 6/ Dragoon 1/ Green Aberrant 1
Race: Fairy(?)

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The 96 (well, 90) Empty Re: The 96 (well, 90)

Post by Permeus (tabran) Fri May 24, 2013 8:21 pm

so after looking at all of them i have narrowed the list down to 33 that im interested in ill go and reread the short list again some other time in the hope i can get it down to about 8 or so.
Permeus (tabran)
Permeus (tabran)

Posts : 1027
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Elemental Affinity: Water
Class: Yellow Mage / Rogue
Race: Lycanthrope

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The 96 (well, 90) Empty Re: The 96 (well, 90)

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