Custom Powers

Process:

  • Choose one or more seeds.
  • Choose zero or more extras.
  • Calculate the final energy cost by tallying the individual cost of each seed and extra.
  • The minimum rank is equal to the highest cost of any individual seed. Seed-specific extras increase that seed's cost. Negative modifiers do not reduce the minimum rank.
  • When using more than one seed, to determine the final casting time, cooldown, range, area, etc, use the least-favorable for each parameter from the base seeds.

Example:

  • Frost Nova: Recharge 33%, std, medium range, burst 3; medium frost damage plus rooted (Fort ends).
    • Blast Seed: 1 rank.
    • Snare Seed: 1 rank base, +1 for rooted.
    • Burst Extra: +1
  • Total Cost:
    • Seeds: 3
    • Extras: 1
    • Final Cost: 4 Energy
    • Minimum Rank: 2 (given by cost of Snare seed)

This spell may be cast by anyone capable of casting 2nd-rank spells. It costs 4 energy when cast.

  • While Blast is at-will, Snare is recharge 33%, so this spell's base cooldown is recharge 33%.
  • While Snare is swift, Blast is std, so this spell's casting time is one standard action.
  • While Snare has a long range, Blast has a medium range, so this spell's range is Medium.

Seeds

Seeds describe a basic effect. Some may have multiple settings; that is, they may do more at rank 3 than at rank 1.

By default, all seeds listed have a rank cost of 1.

Assault
  • Blast: At-will, std, medium range; inflicts medium damage of a normal elemental type (fire, lightning, frost).
  • Strike: At-will, std, melee range; inflicts heavy damage of a normal elemental type (fire, lightning, frost).
  • Augment: Augments a weapon attack; adds 100% weapon damage as a normal elemental type (fire, lightning, frost, etc).

Control
  • Push: At-will, swift, medium range; push 10.
  • Pull: At-will, swift, medium range; pull 10.

Debilitation
  • Affliction: At-will, swift, short range; causes an affliction, with either a Fort or Will save to end. Types given below. All afflictions have a category: mental, negative energy, transmutative, poison, etc.
    • +0 ranks: Deafened, dazzled, sleep (out of combat only)
    • +1 ranks: Blinded, weakened, dazed, charmed, confused
    • +2 ranks: Stunned, wracked
    • +3 ranks: Dominated
  • Concealment: Recharge 33%, swift, medium range, circle 3; area grants concealment, due to fog, darkness, or similar effect.
    • +1 rank: grants total concealment.
    • +2 ranks: you and your allies can see through it.
  • Remove: Base rank 2. Recharge 33%, swift, short range; subject is rendered unable to act, but also invulnerable. Lasts 3 rounds (exclusive), no save.
  • Snare: Recharge 33%, swift, long range; subject suffers 50% movement penalty, Fort ends.
    • Variant: Circle 3, no save, applies only while in area, 3 rds.
    • +1 rank: rooted. (Cannot be applied to variant)
  • Transform: Recharge 33%, swift, medium range; transforms subject into something useless. For instance, a human might become a sheep, or a sword might become a dead fish. Fort ends, damage ends, max duration 5 rounds.
    • +2 ranks: Eliminate 5-round maximum.
    • +2 ranks: Target form is something useful, that you choose, of similar mass and category (creature or object).
  • Vulnerability: Recharge 33%, swift, medium range, 3 rounds; subject gains 50% vulnerability to a specific type of damage (fire, physical, poison, etc). Vulnerabilities overlap; they do not stack.

Defense
  • Invisibility: Encounter, swift; you become invisible until you attack or suffer damage, or until 5 rounds have passed.
    • +2 ranks: eliminates 5 round restriction.
    • +2 ranks: eliminates attack and damage restriction.
  • Invulnerability: Daily, immediate; you become invulnerable, but unable to act, for 1 round.
  • Resistance: Recharge 33%, swift, short range, reserve; ally gains 10% resistance to a specific type of damage. Resistances to the same type of energy overlap; they do not stack.
    • +1 rank: increase resistance by 10%.
  • Shield: Encounter, swift; you gain Absorb 100% (all), to a limit of medium damage.
    • For -1 rank, you may decrease the Absorb to 50%.
    • For -1 rank, you may change the Absorb type to a single damage type (i.e. fire, frost, physical, arcane, etc).

Enhancement
  • Enhance Attribute: Recharge 33%, swift, medium range; subject gains +20% bonus to one attribute for 5 rounds. (See full details for attribute breakdown)
    • For +1 rank, you may increase the bonus by 20%.
    • For +0 ranks, you may alter the power as follows: At-will, swift, reserve; you may reserve 1-2 points to add +10 or +20% to one attribute, respectively. For +1 rank, you may increase the reserve limit by 2 points.

Mobility
  • Speed: Encounter, free, 3 rds; you gain +6 to your base speed.
    • +1 rank: +100% to speed (cumulative).

Utility
  • Dispel: At-will, swift, short range; you dispel one spell.
    • +2 ranks: After a successful dispel of a beneficial spell, you gain its effect for its remaining duration.
  • Duplication: Encounter, swift, reserve; you create an illusionary duplicate of yourself. The image duplicates your motions, so as to be indistinguishable to the real you. The image has 1 hp, and are immune to area effects. It can move independently of you, as long as it stays within medium range.
    • +1 rank: Doubles number of images (cumulative).
    • -1 rank: Images cannot move independently of you; they stay in the same square, and cannot confuse enemies' area attacks.
    • Rank 2+: The image is capable of attacking, using an infusion you create, whose cost is added to the total.
  • Illusion: At-will, conc, long range, circle 3+1/level; while concentrating, you can create figments within area, to whatever specifications you can imagine. The figments are immaterial; anyone touching one, or touched by one, receives an immediate Will save to disbelieve.
    • +1 rank: add sound component, including intelligible speech.
    • +1 rank: add touch component, including heat/cold, "damage" from weapons, etc. Allows illusions to inflict "damage" (all damage is psychic damage).
    • +1 rank: can "program" the illusion, imbuing with Intelligence equal to 25% of yours, requiring no concentration to maintain. Lasts until sunrise, more if imbued with spell reagents.
  • Wall: Encounter, swift, medium range, wall 1/level; creates a wall. Effects vary by type. Lasts 5 rounds.
    • +1 rank: Fire wall blocks line of sight, inflicts heavy fire damage upon crossing, medium on turn start within 1 square of wall.
    • +1 rank: Frost wall blocks line of sight and effect, as well as movement. Wall can be damaged; it has HP equal to 300% of your heavy damage (or hits equal to your own). If shattered, it can be bypassed, but crossing inflicts medium frost damage plus chilled (Fort ends). One round after being shattered, it reforms.
    • +1 rank: Wood wall blocks line of sight and effect. Can be damaged; has HP equal to 1000% of your heavy damage (or hits equal to 3x your own), and hardness 10%/light.
    • +2 ranks: Force wall blocks line of effect. Immune to damage and dispel.
    • +2 ranks: Stone wall blocks line of sight and effect. Can be damaged; has HP equal to 10,000% of your heavy damage (or hits equal to 30x your own), and hardness 20%/medium.
    • +2 ranks: Instead of a wall 1/level, the effect is a cage sealing in a 1x1 or 2x2 area on all sides. The walls may either be smooth or barred.

Extras

By default, extras apply to all seeds. However, you may target an extra at an individual seed if you wish. That means it affects only that seed; its rank modification remains unchanged.

  • Empower: +1 rank. Increases damage by one category: i.e., light to medium, medium to heavy. Cannot increase beyond heavy.
  • Weaken: -1 rank. Decreases damage by one category: i.e., medium to light, heavy to medium. Cannot decrease below light.
  • Enlarge: +1 rank. Increases range by one category: i.e., touch to short, short to medium, medium to long. Cannot increase beyond long.
  • Reduce: -1 rank. Decreases range by one category: i.e. long to medium, medium to short, short to touch. Cannot decrease below touch.
  • Extend: +1 rank. Increases duration by 100%. Compounds exponentially. No effect on instantaneous effects.
  • Reserve: +x ranks. Converts duration-based effect into reserve effect. +1 if normal duration is greater than 10 minutes, +2 if greater than 5 rounds, +3 otherwise. Invalid for hostile effects.
  • Shorten: -1 rank. Reduces duration by 50% (rounding down). Cannot reduce below 1 round.
    • If duration is Reserve, reduces to 5 rounds.
  • Affects Others: +1 rank. Converts a self-only effect into a touch effect. (For further range modifications, see Enlarge).
  • Self Only: -1 rank. Converts a touch or ranged effect into a self-only effect. (It is acceptable to gain extra ranks from Reduce as well, if original range was greater than touch)
  • Improve Cooldown: +1 rank. Reduces cooldown by one category: i.e. daily to encounter, encounter to recharge 33%, recharge 33% to at-will.
  • Lengthen Cooldown: -1 rank. Increase cooldown by one category: i.e. at-will to recharge 33%, recharge 33% to encounter, encounter to daily.
  • Burst: +1 rank. Converts single-target effect into a burst 3.
  • Cone: +1 rank. Converts single-target effect into a cone 6.
  • Line: +1 rank. Converts a single-target effect into a line 10.
  • Widen: +1 rank. Increases area by 100%; i.e. burst 3 to burst 6, cone 6 to cone 12, line 10 to line 20. Compounds exponentially (i.e. 3-6-12-24-etc).
  • Narrow: -1 rank. Decreases area by 50% (rounding down); i.e. burst 6 to burst 3, cone 4 to cone 2, etc. An area of 1 square is the same as being single-target.
  • Single Target: -1 rank. Converts an area effect into a single-target effect. May stack with Narrow.
  • Ongoing Damage: +0 ranks. Converts an instant damage into an ongoing damage effect for 3 rounds, inflicting one rank less than the original damage (i.e. heavy to medium, medium to light).
  • Delayed Blast: -1 rank. Effect is delayed 1-5 rounds after it is cast.
  • Seeking: +1 rank. Targeted effect does not require a roll to hit.
  • No Save: +3 ranks. Eliminates a "Fort ends" or "Will ends". Invalid if it leaves no way to exit the effect (such as a maximum duration).
    • Variant: +2 ranks. Eliminates save, replacing it with a duration of 3 rds. Invalid for loss-of-control effects.
  • Extra Save: -1 rank. Adds a "Fort ends" or "Will ends". Cannot add a redundant save (i.e. two "Fort ends").
  • Unusual Element: +1 rank. Modifies energy effect to use an unusual element, such as arcane, shadow, psychic, poison, or holy.
  • Peculiar Element: +2 ranks. Modifies energy effect to use a unique element that almost no one will have resistance to, such as chaos, silver fire, or sonic.
  • Enemies Only: +1 rank. Any harmful effects ignore allies.
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