Seeds
By default, all seeds listed have an Energy cost of 1.
Debilitation
Affliction |
At-will, swift, short range; causes an affliction, with either a Fort or Will save to end. See detail page for more info. |
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Concealment |
Recharge 33%, swift, medium range, circle 3; area grants concealment, due to fog or darkness.
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Remove |
Minimum Rank 2. Recharge 33%, swift, short range; subject is rendered unable to act, but also invulnerable. Lasts 3 rounds (exclusive), no save.
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Snare |
Recharge 33%, swift, long range; subject suffers 50% movement penalty, Fort ends.
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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.
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Vulnerability |
Recharge 33%, swift, medium range, 3 rounds; subject gains Vulnerable 5 to a specific damage type (valid for your Power Source).
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Weaken |
At-will, swift, short range; enemy suffers a penalty of 1d3+1 to a chosen attribute (Fort ends).
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Defense
Invisibility |
Encounter, swift, reserve; you become 50% invisible, gaining concealment. This is lost if you attack or move faster than 50% speed. Once lost, it cannot be reactivated until it recharges (33% chance per round).
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Invulnerability |
Daily, immediate; you become invulnerable, but unable to act, for 2 rounds. You cannot end this effect early.
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Resistance |
At-will, swift, reserve; ally gains Resist 5 to a specific damage type (allowed by your Power Source).
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Shield |
Encounter, swift; you gain Absorb 50%, to a limit equal to 50% of your max hp. This is specific to one type of damage (physical, or any allowed by your Power Source).
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Enhancement
Enhance Attribute |
At-will, swift, reserve; you gain +1 bonus to selected attribute (str, dex, hit rating, dominance, etc).
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Healing
Detoxify |
Recharge 33%, swift, touch; you remove one poison or disease effect.
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Heal |
Recharge 33%, swift, touch; you heal for 1d6 damage (plus normal modifiers).
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Regeneration |
At-will, free, reserve; you regenerate 10% of your max HP per round.
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Restoration |
Recharge 33%, swift, touch; you restore 1d3+1 points of ability damage.
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Utility
Dispel |
At-will, swift, short range; you dispel one spell.
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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 is immune to area effects. It stays in your square, making it possible for targeted attacks to hit the image and miss you, but not for area effects to miss you in any case.
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Illusion |
At-will, concentration, long range, circle 3; 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.
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Quicken |
Reserve; you gain the ability to perform mundane tasks at 5 times the normal speed.
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Wall |
Encounter, swift, medium range, wall 3+2/rank; creates a wall. Effects vary by type. Lasts 5 rounds.
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Summon |
At-will, std, short range, reserve; you summon a minion. See description for details.
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Extras
General
- Empower: +1 BP. Increases damage by 1d6. (Dev Note: this is probably already covered in all relevant seeds. Maybe it should just be here.)
- Admix: +2 BP. Adds another damage type (from among your Power Source's valid types). For any given attack, consider the attack as being the most advantageous (to you) of the two (or more).
- Chain: +1 BP. Adds an additional target within 5 squares of original target. (When stacking, "jump" distance is measured from each target in sequence, not all from original target)
- Enlarge: +1 BP. Increases range by one category: i.e., touch to short, short to medium, medium to long. Cannot increase beyond long.
- Extend: +1 BP. Increases duration by 100%. Compounds exponentially. No effect on instantaneous effects.
- Reserve: +2 BP. Converts duration-based effect into reserve effect. Invalid for hostile effects.
- Affects Others: +2 BP. Converts a self-only effect into a touch effect. (For further range modifications, see Enlarge).
- Enemies Only: +2 BP. Hostile area effect ignores allies in radius. (Special note: each time you stack an area extra on the power to increase its area, you must apply this extra again on the new area)
- Improve Cooldown: +3 BP. Reduces cooldown by one category: i.e. daily to encounter, encounter to recharge 33%, recharge 33% to at-will.
- Burst: +1 BP. Converts single-target effect into a burst 3.
- Cone: +1 BP. Converts single-target effect into a cone 6.
- Line: +1 BP. Converts a single-target effect into a line 10.
- Widen: +1 BP. 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). (dev note: will probably change to a finer scale, describing how many squares you get per 1 Force)
- Ongoing Damage: +1 BP. Converts an instant damage effect into an ongoing damage effect for 3 rounds, inflicting half damage with each tick.
- Alternatively, +2 BP. Same as above, but an additional "tick" instantly on cast.
- Seeking: +2 BP. Targeted effect does not require a roll to hit; it ignores Dodge and Parry. Cannot be fired indirectly (i.e. against target with total concealment), cannot critically hit.
- No Save: +3 BP. Eliminates a "Fort ends" or "Will ends". Invalid if it leaves no way to exit the effect (such as a maximum duration).
- Variant: +2 BP. Eliminates save, replacing it with a duration of 3 rds. Invalid for loss-of-control effects or effects that had a duration in addition to "save ends".
- Unusual Element: +2 BP. Modifies energy effect to use an unusual element, such as arcane, shadow, psychic, poison, or holy. (dev note: this is a "virtual" extra. Power Source should specify this!)
- Peculiar Element: +5 BP. Modifies energy effect to use a unique element that almost no one will have resistance to, such as chaos, silver fire, or sonic. (dev note: this is a "virtual" extra. Power Source should specify this!)
Negative
- Weaken: -1 BP. Decreases damage by one die. Not valid if power inflicts no dice of damage.
- Reduce: -1 BP. Decreases range by one category: i.e. long to medium, medium to short, short to touch. Cannot decrease below touch.
- Shorten: -1 BP. Reduces duration by 50% (rounding down). Cannot reduce below 1 round.
- If duration is Reserve, reduces to 5 rounds, and turns Recharge costs into Energy costs.
- Self Only: -1 BP. 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)
- Lengthen Cooldown: -1 BP. Increase cooldown by one category: i.e. at-will to recharge 33%, recharge 33% to encounter, encounter to daily.
- Narrow: -1 BP. 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 BP. Converts an area effect into a single-target effect. May stack with Narrow.
- Delayed Blast: -1 BP. Effect is delayed 1-5 rounds after it is cast.
- Extra Save: -2 BP. Adds a save of appropriate type (Fort/Will). If instantaneous, save to negate. If duration, save ends. Cannot add a redundant save (i.e. two "Fort ends").