Difference between revisions of "Chance"
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Having an understanding of this primal force grants a spellcaster latent abilities. Simply put, they become unbelievably lucky, as they subconsciously manipulate chance. | Having an understanding of this primal force grants a spellcaster latent abilities. Simply put, they become unbelievably lucky, as they subconsciously manipulate chance. | ||
− | At the beginning of every day, a character with any ranks in the Chance Discipline makes a Chance spellcasting check. The result determines how much their magic improves their luck over the course of the day. | + | At the beginning of every day, a character with any ranks in the Chance Discipline makes a Chance spellcasting check. The result determines how much their magic improves their luck over the course of the day. At the beginning of the next day they roll again and their bonuses change. |
− | + | ||
+ | {| border = "1" cellspacing = "0" | ||
+ | ! Result | ||
+ | ! Bonuses | ||
+ | |- | ||
+ | | 15 || +1 to AC or to a single save | ||
+ | |- | ||
+ | | 20 || +1 to all saves | ||
+ | |- | ||
+ | | 25 || +1 to AC, Attack, and all saves | ||
+ | |||
+ | |- | ||
+ | | 30 || +2 to AC, Attack, and all saves, +1 to any one ability | ||
+ | |||
+ | |- | ||
+ | | 35 || +4 to AC, Attack, and all saves, +1 to all primary abilities, +4 on all skill checks | ||
+ | |||
+ | |- | ||
+ | | 40 || +5 to AC and all checks, +1 to all primary abilities | ||
+ | |||
+ | |- | ||
+ | | 45 || +6 to AC and all checks, +1 to all ability scores | ||
+ | |||
+ | |- | ||
+ | | 50+ || +8 to AC and +10 to any 20 rolls of your choice | ||
+ | |||
+ | |} | ||
== Special Uses == | == Special Uses == | ||
Line 20: | Line 46: | ||
== [[Counterspells]] == | == [[Counterspells]] == | ||
− | Any discipline may be countered with Chance, but in an unorthodox manner. If the Knowledge (magic) check succeeds, | + | Any discipline may be countered with Chance, but in an unorthodox manner. If the Knowledge (magic) check succeeds, the countering caster make their Chance check as normal. For every 5 points this check is over 20, the enemy spellcaster takes a -2 on their spell. Often this will push them below the DC, failing the spell. Even if this is not accomplished, they will most likely burn more capacity than they would like. |
Chance spells may also counter each other as normal. | Chance spells may also counter each other as normal. |
Latest revision as of 09:20, 19 May 2011
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Chance is the most basic force and most powerful discipline in the universe. With this you control raw probability.
Powers Granted
Having an understanding of this primal force grants a spellcaster latent abilities. Simply put, they become unbelievably lucky, as they subconsciously manipulate chance.
At the beginning of every day, a character with any ranks in the Chance Discipline makes a Chance spellcasting check. The result determines how much their magic improves their luck over the course of the day. At the beginning of the next day they roll again and their bonuses change.
Result | Bonuses |
---|---|
15 | +1 to AC or to a single save |
20 | +1 to all saves |
25 | +1 to AC, Attack, and all saves |
30 | +2 to AC, Attack, and all saves, +1 to any one ability |
35 | +4 to AC, Attack, and all saves, +1 to all primary abilities, +4 on all skill checks |
40 | +5 to AC and all checks, +1 to all primary abilities |
45 | +6 to AC and all checks, +1 to all ability scores |
50+ | +8 to AC and +10 to any 20 rolls of your choice |
Special Uses
---
Use in Mixed Spells
No special use.
Counterspells
Any discipline may be countered with Chance, but in an unorthodox manner. If the Knowledge (magic) check succeeds, the countering caster make their Chance check as normal. For every 5 points this check is over 20, the enemy spellcaster takes a -2 on their spell. Often this will push them below the DC, failing the spell. Even if this is not accomplished, they will most likely burn more capacity than they would like.
Chance spells may also counter each other as normal.
Example Spells
(Most of these spells can be used in reverse as well - giving bad luck in the place of good.)
Trip; Chance; DC 20, Target must succeed on a Reflex save or accidentally fall Prone.
Luck; Chance; DC 24, Target gains a +1 on all rolls for 10 minutes.
Lucky Flesh; Chance; DC 28, All weapons deal the lowest roll possible to you. For example, a weapon dealing 1d6+2 will deal 3 damage every time, or 3d6+4 will deal 7.
Fortuitous Sword; Chance; DC 34, Target gains a +6 bonus to attack and +8 to damage.
One in a Million; Chance; DC 45, Target automatically succeeds on their next roll of a specified type (attack, save, skill check, etc.). The only caveat is that it cannot allow you to cast a spell of DC 60 or over if you could not normally cast that spell.
Bad Stroke of; Chance; DC 50, Target suffers a massive organ failure of some sort and drops to -1 HP.
Haphazard Creation; Chance; DC 75, Due to certain properties of the universe, the creation of matter out of nothingness for no apparent reason is a real, though astronomically rare, occurrence. Normally it occurs on the order of a single molecule, but you have bent the laws of probability so much that you make a single object of any sort, weighing up to 100 pounds, appear in front of you.