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To design a Spellcaster Tier 2 ability, begin by deciding if your ability is a Single Target damage/healing spell, AOE damage/healing spell, or in-combat Utility spell. In general, Single Target abilities deal more damage and have stronger secondary effects. Once you have chosen, follow the instructions in the respective section -- and you’re done! | To design a Spellcaster Tier 2 ability, begin by deciding if your ability is a Single Target damage/healing spell, AOE damage/healing spell, or in-combat Utility spell. In general, Single Target abilities deal more damage and have stronger secondary effects. Once you have chosen, follow the instructions in the respective section -- and you’re done! | ||
Revision as of 08:37, 15 June 2019
To design a Spellcaster Tier 2 ability, begin by deciding if your ability is a Single Target damage/healing spell, AOE damage/healing spell, or in-combat Utility spell. In general, Single Target abilities deal more damage and have stronger secondary effects. Once you have chosen, follow the instructions in the respective section -- and you’re done!
In general, Tier 2 abilities are stronger than Tier 3 abilities. They may be used twice per encounter.
Contents
Single Target
. | Tier 2 Single Target Damage or Healing | Maximum roll | Minimum roll | Average roll |
---|---|---|---|---|
Option 1 | 4 + 2d8 | 20 | 6 | 13 |
Option 2 | 6 + 2d6 | 18 | 8 | 13 |
Option 3 | 8 + 2d4 | 16 | 10 | 13 |
Option 4 | 11 | 11 | 11 | 11 |
Once you’ve chosen an Option for damage / healing output, choose a secondary effect for your Tier 2 ability. Tier 2 abilities do not lock buffs for allies behind healing-only spells; in other words, you can deal damage and buff an ally with a Tier 2 ability. If you choose a secondary effect, your damage is decreased by 2.
Secondary Effects
- Target is rooted in place, and cannot move for two turns
- Target takes -3 to all Attack rolls for one turn
- Target takes -3 to all Defense rolls for one turn
- Target takes 2 damage each turn, for 3 turns
- Target takes -5 to Dexterity, Strength, Knowledge, Stamina, Charisma OR Arcana checks for two turns
- Target takes an additional 5 damage if they are of the type your spells gain an attack bonus against
- A nearby ally (or the target) can make a short-range teleport
- A nearby ally (or the target) gains +3 to all Attack rolls for one turn
- A nearby ally (or the target) gains +3 to all Defense rolls for one turn
- A nearby ally (or the target) deals an additional +2 damage each turn when they hit with an ability, for 3 turns
- A nearby ally (or the target) gains +5 to Dexterity, Strength, Knowledge, Stamina, Charisma OR Arcana checks for two turns
Special Note for Single Target Hybrid Damage / Healing Abilities
If you would like to deal damage and heal in one ability, you can. Choose Option 1, 2, 3, or 4 from the table above for your base damage or healing. Your secondary effect will be “deals 7 damage” or “deals 7 healing”.
Multi Target (AOE)
There are four options for damaging/healing Tier 3 Abilities. For convenience of player choice, you can see the minimum and maximum rolls made possible by each option, and the average roll that each option has.
. | Tier 2 AOE Damage or Healing | Maximum roll | Minimum roll | Average roll |
---|---|---|---|---|
Option 1 | 3 + d8 | 11 | 4 | 7.5 |
Option 2 | 4 + d6 | 10 | 5 | 7.5 |
Option 3 | 5 + d4 | 9 | 6 | 7.5 |
Option 4 | 7 | 7 | 7 | 7 |
Once you’ve chosen an Option for damage / healing output, choose a secondary effect for your AOE Tier 2 ability. If you choose a secondary effect, your damage is decreased by 3.
Secondary Effects
- Target is rooted in place, and cannot move for two turns
- Target takes -3 to all Attack rolls for one turn
- Target takes -3 to all Defense rolls for one turn
- Target takes 2 damage each turn, for 3 turns
- Target takes -5 to Dexterity, Strength, Knowledge, Stamina, Charisma OR Arcana checks for two turns
- Target takes an additional 5 damage if they are of the type your spells gain an attack bonus against
- A nearby ally (or the target) can make a short-range teleport
- A nearby ally (or the target) gains +3 to all Attack rolls for one turn
- A nearby ally (or the target) gains +3 to all Defense rolls for one turn
- A nearby ally (or the target) deals an additional +2 damage each turn when they hit with an ability, for 3 turns
- A nearby ally (or the target) gains +5 to Dexterity, Strength, Knowledge, Stamina, Charisma OR Arcana checks for two turns
Special Note for AOE Hybrid Damage / Healing Abilities
If you would like to deal damage and heal in one AOE ability, you can. Choose Option 1, 2, 3, or 4 from the table above for your base damage or healing. Your secondary effect will be “deals 4 damage” or “deals 4 healing”.
Utility
As a spellcaster, you can choose to forgo dealing damage or healing to create a Tier 2 ability with in-combat Utility. Buffs for allies usually last two turns, and debuffs for enemies usually last one turn (depending on the strength of the buff/debuff). You can choose any effect from this list or create your own with DM approval:
Utility Effects
- The caster teleports an enemy a short distance
- The caster “steals” a Tier 2 ability from an ally or enemy and uses it once
- All allies gains 5 extra hit points from any healing abilities for one round
- All allies gain +7 to their next skill check (Arcana, Dexterity, Strength, Stamina, Knowledge, OR Charisma)
- All allies gain +5 to all Defense OR Attack rolls for one turn
- All enemy targets take a -5 penalty to all Defense OR Attack rolls for one turn
- All enemy targets cannot heal for one turn
- Conjure a creature that has 10 hit points and deals the same damage or healing as your basic attack, with a +2 bonus to attack rolls.
- Conjure a wall that lasts for three rounds, preventing movement and line of sight.
Get creative with your Tier 2 abilities. You can combine effects from previous tiers, or create new ones. Any custom abilities must be agreed upon by you and the DM. It is suggested that very strong abilities have a bonus and a negative component.