Power Words: Difference between revisions

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== Vitality ==
== Vitality ==
#Add 2D10 to maximum EN for 4 pulses.<br>
#Raise the target's EN by 2D10 (which may exceed their maximum) for 4 pulses.<br>
#Add D10 to maximum EN for 4 pulses.<br>
#Raise the target's EN by D10 (which may exceed their maximum) for 4 pulses.<br>
#Add 1 to maximum EN for 4 pulses.<br>
#Raise the target's EN by 1 (which may exceed their maximum) for 4 pulses.<br>
[[Category: Jim Arona]]
[[Category: Jim Arona]]

Revision as of 13:15, 3 July 2014

Power Words

Power Words are a small but quick magic. They are either a quick utterance or a gesture, requiring no more than the use of a Free Act. They may not be used when shape-changed, even if they can gesture or speak.
An utterance can have influence up to 10 hexes away, a gesture no more than a couple. Utterances cannot be used in the same Pulse as a Magical Fire Action in most cases, meaning that they cannot usually be combined with casting a spell, although they can be used while Preparing the spell. A gesture requires at least one free hand. Gesturing with a weapon or shield does not count, so gesturing cannot usually be combined with making a strike check.
They have a number of properties in common. A Power Word's effectiveness decreases with repeated use. In any case, that Power Word cannot be used again until 4 Pulses have passed (although different Power Words may be), and they cost 5FT. In general, after three uses, a Power Word is ineffective (still costing 5FT to use, however).
This effectiveness may be recovered for each Power Word by observing the dawn, or, if an Adept, performing a Ritual of Purification and focusing on it like a mantra at dawn. Adepts recover Power Words separately and they must choose whether the Power Word is an utterance or a gesture at this time. Those who are uncolleged recover all of their Power Words on observing the next dawn and need not declare whether they are utterances or gestures.
The term 'break 100' will be used from time to time when describing the measure of the Power Word's success. To break 100, the player rolls percentile dice and adds some value to the number generated. If the result is greater than or equal to 100, the Power Word has succeeded.

Spell Surge

  1. Adds four Ranks to either the BC, range, duration or damage modifier property of a spell within range.
  2. Adds two Ranks to either the BC, range, duration or damage modifier property of a spell within range.
  3. Adds one Rank either the BC, range, duration or damage modifier property of a spell within range.

Luck

  1. Subtract 4 from all percentile dice rolls for one pulse
  2. Subtract 2 from all percentile dice rolls for one pulse
  3. Subtract 1 from all percentile dice rolls for one pulse

Life Surge

  1. Break 100: percentiles + 3 x Adept's WP + Rank in Healer. If the result is greater than 100, subtract 100. Use the remainder to restore a target's EN and FT lost to damage. Next Pulse, and each Pulse thereafter, the target loses 10 of the restored EN and FT until the Life Surge effect is gone.
  2. Break 100: percentiles + 2 x Adept's WP + Rank in Healer. If the result is greater than 100, subtract 100. Use the remainder to restore a target's EN and FT lost to damage. Next Pulse, and each Pulse thereafter, the target loses 10 of the restored EN and FT until the Life Surge effect is gone.
  3. Break 100: percentiles + Adept's WP + Rank in Healer. If the result is greater than 100, subtract 100. Use the remainder to restore a target's EN and FT lost to damage. Next Pulse, and each Pulse thereafter, the target loses 10 of the restored EN and FT until the Life Surge effect is gone.

Speed

  1. Freely move 4 more hexes in that Pulse. This does not count against any other movement and may be combined with any other Action except a Free Act.
  2. Freely move 2 more hexes in that Pulse. This does not count against any other movement and may be combined with any other Action except a Free Act.
  3. Freely move 1 more hex in that Pulse. This does not count against any other movement and may be combined with any other Action except a Free Act.

Spellbreaker

  1. Break 100: percentiles + 3 x Adept's WP – Caster's WP. Subtract 100 from the result. If this number is greater than the Rank of the spell to be broken, then it dissipates before it can take effect.
  2. Break 100: percentiles + 2 x Adept's WP – Caster's WP. Subtract 100 from the result. If this number is greater than the Rank of the spell to be broken, then it dissipates before it can take effect..
  3. Break 100: percentiles + Adept's WP – Caster's WP. Subtract 100 from the result. If this number is greater than the Rank of the spell to be broken, then it dissipates before it can take effect..

Spark

  1. Inflicts 2D10 fire damage or ignite a flammable object.
  2. Inflicts 1D10 fire damage or ignite a flammable object.
  3. Inflicts 1 fire damage or ignite a flammable object.

Stagger

  1. Break 100: percentiles + 3 x Adept's WP – target's WP. The target loses a non-magical pass action until they recover. This requires a 2 WP at the end of the Pulse, followed by a 3 x WP roll next Pulse, then a 4 x WP roll. Recovery is automatic after that.
  2. Break 100: percentiles + 2 x Adept's WP – target's WP. The target loses a non-magical pass action until they recover. This requires a 2 WP at the end of the Pulse, followed by a 3 x WP roll next Pulse, then a 4 x WP roll. Recovery is automatic after that.
  3. Break 100: percentiles + Adept's WP – target's WP. The target loses a non-magical pass action until they recover. This requires a 2 WP at the end of the Pulse, followed by a 3 x WP roll next Pulse, then a 4 x WP roll. Recovery is automatic after that.

Shatterwill

  1. Break 100: percentiles + 3 x Adept's WP – target's WP. If the result is greater than 100, subtract 100. Reduce the target's MR by this amount for the rest of the Pulse.
  2. Break 100: percentiles + 2 x Adept's WP – target's WP. If the result is greater than 100, subtract 100. Reduce the target's MR by this amount for the rest of the Pulse.
  3. Break 100: percentiles + Adept's WP – target's WP. If the result is greater than 100, subtract 100. Reduce the target's MR by this amount for the rest of the Pulse.

Vitality

  1. Raise the target's EN by 2D10 (which may exceed their maximum) for 4 pulses.
  2. Raise the target's EN by D10 (which may exceed their maximum) for 4 pulses.
  3. Raise the target's EN by 1 (which may exceed their maximum) for 4 pulses.