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Librarian Spells

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Librarian Spells Empty Librarian Spells

Mesaj Scris de fourtyKANE Vin Aug 18, 2017 5:01 am

A Librarian Space Marine character starts play with the feat Warp Training which allows him to automatically learn a number of Warp Powers equal to 1 + his WIS modifier (minimum 1). A Librarian can learn additional powers by taking the feat again (maximum 3 times) or by increasing his Wisdom score.

Powers can be chosen from the list below:


Ultima editare efectuata de catre 40KaNE in Sam Aug 19, 2017 11:56 am, editata de 1 ori
fourtyKANE
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Librarian Spells Empty Re: Librarian Spells

Mesaj Scris de fourtyKANE Sam Aug 19, 2017 11:39 am

Deny the Witch (Primaris Power)

You harmlessly absorb or deflect one Warp power used against you, perhaps even turning it against its creator. Time: Reaction. Target: One Warp power directed at you.

Make a Harness the Warp check. If your resulted die are 6’s and are in number equal or exceed the check result of the power directed at you, you harmlessly redirect it and suffer no ill effects. If your result exceeds the check result of the power directed at you by 1 die of 6 or more, you may choose to turn the Warp power against its creator, who suffers the effect based on the creator's original Harness the Warp check.

Special: If you successfully reflect a Warp power back at its originator, the originator may attempt to deny the power as well, expending a use of the power and using your Harness the Warp check result as its target “DC”.

You can spend a Command Point as a reaction to suffer no ill effects from a Warp power that has been denied twice -- once by you and once by the power's originator.

The psyker with the higher INT score denies a WARP power on 5’s instead of 6’s.


Battle Strike
You use the Warp to enhance your battle prowess. Time: bonus action. Target: You. Cost: 1

Make a Harness the Warp check. The result of the check determines the effect, if any:

1 Success: Gain a +1 Warp Energy bonus on your next attack roll made before the end of your next turn and deal an additional 1d6 points of damage if the attack hits.
2 Successes: As 1S, except you deal an additional 2d6 points of damage.
3 Successes: As 1S, except you deal an additional 3d6 points of damage.

Special: You can spend a Command Point to deal an additional 2d6 points of damage on your next attack.


Dark Rage
You become enraged as the Warp flows through. Time: bonus action. Target: You. Cost: 1

Make a Harness the Warp check. The result of the check determines the effect, if any:

1 Success: You gain a +2 rage bonus on melee attack rolls and melee damage rolls until the end of your turn.
2 Successes: As 1S, except the rage bonuses increase to +4.
3 Successes: As 1S, except the rage bonuses increase to +6.

Special: You can spend a Command Point to extend the duration of your dark rage until the end of the encounter.

While consumed by rage, you cannot use skills or perform tasks that require patience or concentration.


Warp Grip [Telekinetic]
You use the Warp to choke or crush your enemy. Time: action. Target: One target within 30 feet and within line of sight. Cost: 2

Make a Harness the Warp check. The result of the check determines the effect, if any:

2 Successes: The target must succeed a CON save, DC of 8 + INT mod + Proficiency Bonus, or take 2d6 points of damage and can only take a bonus action on his next turn. Otherwise, the target takes half damage and may act normally, and you may not maintain the power. Targets larger than Medium add a size modifier to CON save against this power: Colossal +4, Gargantuan +3, Huge +2, Large +1.
3 Successes: As 2S, except the target takes 3d6 points of damage.
4 Successes: As 2S, except target takes 4d6 points of damage.

Special: You may maintain your concentration on the targeted creature to continue damaging it from round to round. Maintaining the Warp Grip power is a bonus action, and you must make a new check each round. If you suffer damage while maintaining a Warp Grip, you must succeed on an INT save (DC = 8 + damage taken) to continue concentrating.

You can spend a Command Point to deal an additional 2d6 points of damage with your Warp Grip.


Forced Disarm [Telekinetic]
You disarm an opponent by using the Warp to pull the weapon from his grasp. Time: action. Target: One creature within 30 feet and within line of sight. Cost: 2

Make a Harness the Warp check. On a success, the target must succeed a STR save, DC of 8 + INT mod + Proficiency Bonus, or drop a weapon or item held (players choice). If your disarm attempt succeeds, you may choose to let the item drop to the ground in the target's fighting space or have the item fly into your hand (in which case you must have a free hand to catch it), or anywhere else within 15ft.


Warp Lightning
You blast an enemy with deadly arcs of energy. Time: action. Target: One target in line of sight and within 30 feet of you. Cost: 2

Make a Harness the Warp check. The target takes 8d6 points of damage and gain -1 level of Fatigue (see Conditions).

Special: You can spend a Command Point to deal an additional 2d6 and -1 level of Fatigue when you successfully hit with Warp Lightning.


Warp Slam [Telekinetic]
You pound one or more creatures with the Warp. Time: action. Targets: All targets within a 15 feet cone and within line of sight. Cost: 2

Make a Harness the Warp check. The target takes 4d6 points of damage and must succeed a STR save, DC of 8 + INT mod + Proficiency Bonus or be knocked prone. Targets larger than Medium add a size modifier to Fortitude Defense against this power: Colossal +4, Gargantuan +3, Huge +2, Large +1. This is an area effect.

Special: When you use this power, you can spend a Command Point to deal an additional 2d6 points of damage to targets in the area.


Move Object [Telekinetic]
You telekinetically move a target up to 30 feet in any direction using the Warp. Time: action. Target: One target within 30ft and within line of sight. Cost: 1

Make a Harness the Warp check. The result of the check determines the maximum size of the target you can lift (see below). If the target is a creature that resists your attempt, it must succeed a WIS save, DC of 8 + INT mod + Proficiency Bonus. You can hurl the target at (or drop it on) another target in range if the second one fails a DEX save, DC of 8 + INT mod + Proficiency Bonus. Both targets take damage determined by your check result.

1 Success: Move object up to Medium size (deals 2d6 points of damage)
2 Successes: Move object up to Large size (deals 4d6 points of damage)
3 Successes: Move object up to Huge size (deals 6d6 points of damage)
4 Successes: Move object up to Gargantuan size (deals 8d6 points of damage)
5 Successes: Move object up to Colossal size (deals 10d6 points of damage)

Special: You may maintain your concentration on the targeted object to continue to move it from round to round. Maintaining the move object power is an action, and you must make a new check each round. If you suffer damage while maintaining move object, you cease to be able to maintain it. In addition, when you use this power, you can spend a Command Point to deal an additional 2d6 points of damage to targets.


Surge
The Warp enables you to perform great Acrobatic feats as well as move quickly. Time: bonus action. Target: You. Cost: 1

Make a Harness the Warp check. The result of the check determines the effect, if any:

1 Success: You gain a +2 bonus on Acrobatics checks and your speed increases by 10 feet until the start of your next turn.
2 Successes: As 1S except: +4 Force bonus on Jump checks, speed increases by 20 feet.
3 Successes: As 1S except: +6 Force bonus on Jump checks, speed increases by 30 feet.

Special: You can spend a Command Point to increase the power's bonus on Acrobatics checks by 2 and increase your speed by an additional 10 feet.


Energy Resistance
You use the Warp to protect yourself from damage. Time: action. Target: You. Cost: 2

Make a Harness the Warp check. The result of the check determines the effect, if any:

2 Successes: You gain DR 3 against energy damage until the beginning of your next turn.
3 Successes: As 2S, except DR increases to 6.
4 Successes: As 2S, except DR increases to 9.  

Special: You can spend a Command Point to use this power as a bonus action. You can maintain energy resistance from round to round, extending the normal duration. Maintaining the energy resistance power is a bonus action. If you take damage while maintaining energy resistance, you must succeed on an INT save (DC = 8 + damage taken) to continue maintaining the power.


Warp Shock
You use the Warp to create a ball of compressed electricity, air and debris that you can hurl at enemy targets. Time: bonus action. Target: One target within 30 feet and within line of sight. Cost: 1

Make a Harness the Warp check. The target must succeed a DEX save, DC of 8 + INT mod + Proficiency Bonus to take no damage from the Warp blast. The number of successes determines the effect, if any.

1 Success: The Force blast deal 2d6 points of damage to the target.
2 Successes: As 1S, except you deal 3d6 points of damage.
3 Successes: As 1S, except you deal 4d6 points of damage.

Special: When you use this power, you can spend a Command Point to deal an additional 2d6 points of damage to the target.


Warp Storm [Telekinetic]
You use the Warp to create a swirling whirlwind of dark energy around yourself. Time: action. Target: You. Cost: 1

Make a Harness the Warp check. You create a vortex of debris and dark energy around yourself that deals 2d6 points of damage to all adjacent targets at the end of your turn. The result of your Harness the Warp determines the duration of the effect, if any.

2 Successes: 2 rounds.
3 Successes: 3 rounds.

Special: You can spend a Command Point to deal an extra 2d6 points of damage with a Warp Storm.


Levitate [Telekinetic]
You can float up or down without anything or anyone to assist you. Time: action. Target: You. Cost: 1

Make a Harness the Warp check. The result of the check determines the effect, if any.

1 Success: You gain a fly speed of 30 feet but can only move vertically. You may move your fly speed as part of this action, and if you end this movement adjacent to a horizontal surface, you can move 5ft onto that surface as a free action. At the start of your next turn, if you are not standing or holding onto a solid surface, you fall to the ground.
2 Successes: As 1S, except the fly speed increases to 40 feet.
3 Successes: As 1S, except the fly speed increases to 50 feet.

Special: You can spend a Command Point as a reaction to activate this power when falling. You can reduce your fall distance by a number of feet equal to the fly speed provided by this power. If you reduce the fall distance to 0 feet, you land safely on your feet. You can maintain the levitate power from round to round, extending its normal duration.


Drain Life
You can use the Warp to draw life force from nearby opponents. Time: action. Target: One target within 10 feet and within line of sight. Cost: 1

Make a Harness the Warp check. The result of the check determines the effect, if any.

1 Success: You drain 2d4.
2 Successes: As 1S, except you drain 3d4.
3 Successes: As 1S, except you drain 4d4.


Mind Shard [Mind-Affecting]
You use the Warp to splinter the mind of an opponent, wracking it with pain. Time: action. Target: One creature within 30 feet of you and in your line of sight. Cost: 1

Make a Harness the Warp check. The result of the check determines the effect, if any.

1 Success: 2d8 points of damage and gain -1 level of Fatigue.
2 Successes: As 1S, except the damage increases to 3d8.
3 Successes: As 1S, except the damage increases to 4d8.
4 Successes: As 1S, except the damage increases to 5d8.

Special: You can spend a Command Point to increase the damage by +2d8 and by 1 level of Fatigue.


Phase
You can pass through solid objects, such as walls and doors. Time: action. Target: You. Cost: 2

Make a Harness the Warp check. The result of the check determines the effect, if any:

2 Successes: You gain a phasing speed of 10 feet; your phasing speed can never exceed your own base speed. When moving using your phasing speed, you can move through the spaces of your enemies, as well as through walls, vehicles, large objects and other obstructions but must end your movement in a legal, unoccupied space. You retain this phasing speed until the beginning of your next turn. You may move up to your phasing speed as part of the activation of this power.
3 Successes: As 2S, except your phasing speed is 20 feet.
4 Successes: As 2S, except your phasing speed is 30 feet.

Special: You can spend a Command Point to increase your phasing speed by 10 feet. You can maintain the phase power from round to round, extending the normal duration. Maintaining this power is a bonus action, and whenever you maintain the phase power you can move up to your phasing speed. If you take damage while maintaining this power, you must succeed on an INT save (DC = 8 + damage taken) to maintain the power.


Shatterpoint
You can see the critical points in a person’s armor, that would shatter if struck at the right time. Time: bonus action. Target: You. Cost: 1

Make a Harness the Warp check. The result of the check determines the effect, if any:

1 Success: If your next attack made before the end of the turn hits, treat the target's AC as though it is 3 points lower than normal.
2 Successes: As 1S, except treat the target's AC as though it is 4 points lower than normal.
3 Successes: As 1S, except treat the target's AC as though it is 5 points lower than normal.

Special: You can spend a Command Point impose this penalty till the end of the encounter.


Detonate [Telekinetic]
You can perceive points of weakness within an object and use the Warp to telekinetically press on those points, shattering the object. Time: action. Target: One unattended object within 60 feet of you and within your line of sight. Cost: 2

Make a Harness the Warp Check: The result of the check determines the effect, if any:

2 Successes: The object takes 4d6 points of damage.
3 Successes: The object takes 6d6 points of damage.
4 Successes: The object takes 8d6 points of damage.
5 Successes: The object takes 10d6 points of damage.

Special: You may spend a Command Point when you activate this power to increase the damage dealt by +2d6.


Obscure [Mind-Affecting]
You use the Warp to cloud an enemy's mind, making it harder for the enemy to see its target. Time: Reaction. Target: One enemy within 30 feet of you and in your line of sight that just made an attack roll. Cost: 2

Make a Harness the Warp check. The target must succeed a WIS save, DC of 8 + INT mod + Proficiency Bonus, or gain disadvantage of the attack roll. If the target misses with the attack, you can choose to make the target reroll the attack against another creature adjacent to it; this attack is also at disadvantage.

Special: You can spend a Command Point to affect one more creature within range.


Stagger [Telekinetic]
You use the Warp to lash out at a nearby enemy, causing it to stumble. Time: bonus action. Target: One enemy adjacent to you. Cost: 2

Make a Harness the Warp check. The target must succeed a CON save, DC of 8 + INT mod + Proficiency Bonus, or take 2d6 points of Force damage and be pushed 5 feet away from you. This movement does not provoke attacks of opportunity.

Special: You can spend a Command Point when you activate this power to affect all enemies adjacent to you, in which case all must make a CON save.


Prescience
The Warp grants you a flash of insight in dealing with your enemies. Time: bonus action. Target: One enemy within your line of sight. Cost: 1

Make a Harness the Warp check. The result of the check determines the effect, if any:

1 Success: Until the end of your next turn, you gain a +1 insight bonus to AC, as well as a +1 insight bonus on attack rolls made against the target.
2 Successes: As 1S, except the insight bonuses increase to +2.
3 Successes: As 1S, except the insight bonuses increase to +3.

Special: You may spend a Command Point when you activate this power to affect one additional enemy in your line of sight.
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