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* Spells can be dispelled.
 
* Spells can be dispelled.
 
* Spells are subject to abilities that affect magic or magic use in general, such as ''antimagic field''.
 
* Spells are subject to abilities that affect magic or magic use in general, such as ''antimagic field''.
* Spells are not marked especially (as they are used in a very different system to the others).
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* Spells are not specially marked, as they do not appear outside of a "spells per day" or similar heading.
  
 
=== Spell-Like Abilities ===
 
=== Spell-Like Abilities ===

Revision as of 01:29, 1 December 2010

Ability Overview

All abilities in the game are governed by similar rules, and these are brought together in this section.

Abilities: The Basics

Abilities are almost anything a character or monster does. Spells are abilities, attacks are abilities... almost everything your character can do is an ability. More exactly, an ability is one specific thing a character can do, and often refers to a specific instance of an ability's use.

Whenever it becomes important to refer to the creature that uses an ability, the term 'user' is given. Occasionally, the term 'caster' is also used, but this refers only to the users of spell abilities.

Abilities can be available, which means that they can be used, or expended, which means that they are temporarily unavailable. Each ability has a different method of recovery of its expenditure, as described below.

Whenever the action cost of an ability is referred to, it means 'how long the ability takes to use'.

Types of Abilities

Abilities are broadly divided into four types: spell abilities (often called spells), spell-like abilities (often called SLAs), supernatural abilities and extraordinary abilities. While broadly similar, each one refers to specific things, and works slightly differently, as described below.

Spell Abilities

Also called 'spells', these are the abilities used by the various spellcasting classes. They are subject to the following rules.

  • Spells use the entirety of Steps 1 to 3 for their resolution. As a result, they provoke attacks of opportunity, and require components.
  • Spells can be dispelled.
  • Spells are subject to abilities that affect magic or magic use in general, such as antimagic field.
  • Spells are not specially marked, as they do not appear outside of a "spells per day" or similar heading.

Spell-Like Abilities

Also called SLAs, these abilities mimic spells in their effect, but are easier to use. They are subject to the following rules.

  • Spell-like abilities omit Steps 1d, 2a and 2b by default.
  • Spell-like abilities can be dispelled.
  • Spell-like abilities are subject to abilities that affect magic or magic use in general, such as antimagic field.
  • Spell-like abilities are indicated by (Sp).

Supernatural Abilities

These are magical abilities, but do not mimic spells specifically. They are subject to the following rules.

  • Supernatural abilities omit Steps 1d, 2a, 2b and 3a by default.
  • Supernatural abilities cannot be dispelled.
  • Supernatural abilities are subject to abilities that affect magic or magic use in general, such as antimagic field.
  • Supernatural abilities are indicated by (Su).

Extraordinary Abilities

These are non-magical (but possibly very unusual) abilities. Unless marked otherwise, assume that an ability is extraordinary unless it is a spell. They are subject to the following rules.

  • Extraordinary abilities omit Steps 1d, 2a, 2b and 3a by default.
  • Extraordinary abilities cannot be dispelled.
  • Extraordinary abilities are not subject to abilities that affect magic or magic use in general, such as antimagic field.
  • Extraordinary abilities are indicated by (Ex).

Using Abilities

Whenever an ability is used, it must follow certain steps. The process varies slightly across abilities, but overall tends to be highly similar. It is divided into three steps, each with a number of substeps. When these are being talked about, the word 'Step' is capitalised, and followed by a number or a letter (such as 'Step 1b').

Step 1: Announcement and Cost

Step 1a: The user decides which ability they will use. Only an available ability can be chosen this way. Any modes of the ability (if any) are also determined during this step, and the ability becomes expended. All abilities have this step.

Step 1b: The user decides any specifics of the ability, such as range, targets (if any), its area placement (if any) and so forth, that are applied and how. If the ability is a spell, whether it is augmented or not is determined here. All abilities have this step.

Step 1c: The user supplies any action cost that the ability requires. All abilities have this step.

Step 1d: The user supplies any components of the ability. Only spells have this step.

Step 2: Opportunity and Concentration

Step 2a: If the user's ability provokes attacks of opportunity, the user can attempt defensive use to avoid them (see the descriptions in the Arcana, Geomancy and Thaumaturgy skills for information on defensive use). If the user doesn't wish to do this, skip this step. Note: This occurs only after all of Step 1, including the action cost, have been completed. Only abilities that provoke attacks of opportunity have this step. These are nearly always spells, with some rare exceptions.

Step 2b: Any attacks of opportunity provoked by the user's ability are resolved here. If the user provoked multiple attacks of opportunity, resolve them starting with the highest in the initiative order. If the user did not provoke any attacks of opportunity from their ability use, or if there are no attacks to be made or that anyone wants to make, skip this step. Only abilities that have Step 2a have this step. Spell-like abilities never have this step.

Step 2c: If there are any distractions, the user must make appropriate checks to avoid them. If there are no distractions, skip this step. Only abilities that require concentration have this step. All spells and spell-like abilities always have this step, and some other abilities also do (but not by default).

Step 3: Resolution

Step 3a: If the ability allows spell resistance, the user must check against the spell resistance of any creature or object that will be affected by the ability. Only spells and spell-like abilities have this step.

Step 3b: Any saves against the ability are made in this step. If all saves are forfeited, or the ability doesn't allow any, skip this step. All abilities have this step.

Step 3c: The ability's effects are applied. All abilities (obviously) have this step.

Action Cost

All abilities have an action cost, which defines how much time they take to use. In almost all cases, these represent some fraction of a round (which lasts about 6 seconds of 'real time').

Some abilities have an action cost of 1 round, 1 minute or something similar. In such cases, they use up the entirety of the indicated time, and the action cost is only paid at the beginning of the next 'segment' of such time. Thus, an ability with an action cost of 1 round requires the character to take no actions (other than free actions) until the beginning of their next turn, when the action cost is considered paid.

During each of their turns (their time to act) during the round, a character receives a standard action, a swift action and a move action. Characters may trade their standard action for a swift action, and may trade both their standard and their move action for a full-round action.

Additionally, there is a special class of actions called immediate actions, which can be taken outside of a character's turn, usually 'in response' to another action. These are further divided into two types: immediate reactions, which occur before the action they 'respond' to, and immediate triggers, which occur after the action they respond to. A character may only take one immediate action per round, and if they do so, they must expend their swift action next turn. A character that is flat-footed cannot use immediate actions while they remain flat-footed. Any immediate-action cost ability can be used during the character's turn as a swift action. This does not cause the character to lose their swift action next turn.

Lastly, there is another class of actions, called free actions. These use up almost no time, and can be used as many times as the GM deems reasonable. These can sometimes be used outside of the character's turn, but only when indicated.

Character Level Notation

Many abilities use the user's character level as part of some calculation (such as for damage). In such a case, their character level is simplified to [CL]. This works just like any other mathematical notation: 2[CL] indicates 'two times character level', [CL]d6 indicates 'a number of d6s equal to character level, and [CL/2]+2 indicates 'half character level +2'.

Expenditure

Some abilities have limits on how many times per day they can be used. Such abilities are available when they have at least one use available. Uses become expended when they are used (regardless of the result). Some abilities do not become expended when used (sometimes called at-will abilities).

Expended abilities can become available again, but do so in different ways. The method depends on the ability.

Some abilities are listed as having some number of uses per day (written X/day), or per other increment (X/round, X/minute, and so on). Such abilities become available again after the amount of time indicated after the slash elapses. All ability uses are restored, whether all uses were expended or not.

Spells instead have their own recovery methods, which are described via the class that grants them.

Range

All abilities have a range, which indicates the maximum distance at which it can take effect. It is always possible to place abilities at less than the maximum range.

Personal: These abilities can affect only the user.

Touch: These abilities require the user to touch their target, which can be done on the same action that it takes to use the ability during Step 1d. To touch an unwilling target, a melee touch attack is required.

It is also possible for the user to 'hold the charge' on such an ability, which allows them to use the ability but not touch a target until later. Charges can be held in this way until the end of the user's next turn, at which time they dissipate and do nothing (although are still considered expended).

Fixed range: Some abilities define a fixed range (such as '20ft'), which is the maximum distance out to which they can be placed.

Close: Abilities with this range have a variable range based on the user's character level. Their range is 25ft, +5ft per two character levels (rounding down).

Medium: Abilities with this range have a variable range based on the user's character level. Their range is 100ft, +10ft per character level.

Long: Abilities with this range have a variable range based on the user's character level. Their range is 400ft, +40ft per character level.

Extreme: Abilities with this range have a variable range based on the user's character level. Their range is 1000ft, +100ft per character level.

Plane: Abilities with this range can be placed anywhere on the same place as the user.

Special: Some abilities have even stranger ranges than this. Check their individual description for these.

Duration

All abilities last a certain amount of time. This varies based on their duration type, as described below.

Permanent: The simplest type of duration, this ability lasts indefinitely unless dismissed or forcibly ended somehow.

Instantaneous: An ability with this kind of duration simply does something and then goes away, playing no further part. This means that any outcomes of this ability are just that - outcomes - and cannot be dismissed or forcibly ended, but must instead be reversed.

Fixed duration: This category includes anything which has a set duration (such as 1 round) or a variable duration (such as 1d4 rounds 1 day/level). These abilities last for this length of time, and then end naturally. They can be dismissed or forcibly ended prematurely. Any references to 'level' in such durations refer to the character level of their user.

Recovery: An ability with this duration lasts a variable amount of time, based on how quickly those it affects can throw it off. For anything affected by such an ability, at the end of its turn, its controller must roll 1d20 + the CR or character level (depending on whether this is a monster or a PC) against a DC of 18 + the CR or character level of the ability's user (see above). Each additional attempt on this for the same ability receives a +1 cumulative bonus. If this is successful, the ability ends for that particular target only.

Dissipation: An ability with this duration lasts a variable amount of time, based on the relative power of its user as opposed to the ability. For all such abilities, their user must, at the beginning of their turn, roll 1d20 + the user's character level, against a DC of 4 + twice the level of the ability (or the character level the ability was gained at if it has no level). If the check succeeds, the ability continues, but if it is failed, the ability ends. Each additional check for the same ability receives a -1 cumulative penalty.

Slot: Abilities with this duration can last indefinitely, but 'tie up' their expended status in order to continue working. While these abilities are active, the ability remains expended and cannot be made available without ending its effects first, either by dismissing it or by having it forcibly ended.

Dismissing Abilities

Any ability can be ended prematurely by being dismissed by its user. Instantaneous abilities cannot be dismissed (they've come and gone already). It requires a move action to dismiss any number of abilities.

Saves and Save DCs

Many abilities allow saves to be made against their effects. If they want, any creature affected by an ability can forego their save, which causes them to automatically fail, against any ability.

In many cases, the DC for an ability is standard. This is usually 10 + 1/2 the user's character level or CR + some ability score modifier. This is written as being based on that ability score. Thus, an ability whose save DC is 'Charisma-based' has a DC of 10 + 1/2 the user's character level or CR + the user's Charisma modifier.

Disbelief

Certain abilities allow a disbelief save. Creatures that encounter such an ability do not usually get a save to recognise it as not real. They do, however, receive a save (usually a Will save) if they carefully study or interact with the illusory perception in some way. Only if this yields a response that is atypical or strange will such a save be permitted. "Studying carefully" requires a lot of scrutiny, and this means that a casual glance, a few seconds of listening or something similar are not enough; thorough searching and probing, detailed listening for at least ten seconds and something of that degree are required to gain a save.

Additionally, most individuals don't expect their senses to lead them wrongly, and quite frequently, a wall made of fire might actually be a wall of fire spell, and very few individuals would risk checking this fact. Only highly-paranoid, aware or intelligent individuals, or those who understand they face illusions, should even be allowed to examine such effects to determine their veracity. This applies equally to NPCs as well, and players are within their rights in calling out GMs who do not play fair with these rules.

A passed save shows that the ability's effect is not real, but an outline of the effect remains. A failed save indicates that the individual has completely succumbed to the illusion, and will continue to insist that it is real. Future saves are not allowed. A creature who has disbelieved an [Image] effect can communicate this disbelief to others, granting them a +4 bonus on their saves (assuming they receive them). If other creatures understand that a creature is the subject of a [Phantasm] ability, they can communicate that this is not real to them, allowing them a +4 bonus on their saves. A creature that receives personal, incontrovertible proof that such an effect is not what it seems to be, after the normal save for disbelief (and the circumstances surrounding it), is allowed an additional save. If this is also failed, the individual in question has rationalised it so thoroughly that they insist the effect is real no matter what.

Distractions

Some abilities require concentration, and if that concentration is broken, they fail to work. There are a number of ways that a character could be distracted while attempting to use such abilities. If any of these occurs or is ongoing during Step 1, then a Concentration check must be made in Step 1d, or the ability fails to do anything, but immediately becomes available again.

Entangled

Check DC: 15
Special: This includes any nonmagical forms of entanglement, such as a net or bindings.

Violent Motion

Check DC: 20
Special: This is only required if the motion is very vigorous or violent, such as riding on a rapidly-moving mount, in a small boat on rough water, or taking a very rough wagon ride. This can also apply to rough weather conditions of similar intensity.

Grappling

Check DC: Opponent's grapple check
Special: You cannot provide any somatic components of a spell when grappling. If you need to provide somatic components, you should instead use a move action to attempt to slip the grapple with the Escape Artistry skill.

Distracting Ability

Check DC: Ability's save DC + ability level (or half the class level at which it was gained, if it has no level)
Special: This should only be used if the ability is distracting, but does not deal damage. If the ability deals damage, use the injury entry instead.

Injury

Check DC: 10 + the cumulative total of damage taken during use this round; the cumulative damage total resets each round at the beginning of your turn
Special: If you are taking continuous damage from an ability, half of the damage is considered to be dealt on your turn with the balance being applied over the rest of the round. Thus, if you are using an ability with an action cost of less than 1 full round, you only add half of your continuous damage result to your injury check DC. If the action cost is 1 full round or longer, you add the full damage to your check DC.

Combining Abilities

Abilities usually work exactly as described, no matter what else is going on in the area. Except in special cases, abilities do not affect how other abilities operate. However, some general rules also apply to this:

  • The standard order of operations applies to any ability or combination of abilities. This means that brackets are done first, then any exponents, then multiplication and division, the addition and subtraction.
  • If something is affected by the same ability from the same user more than once per round, the ability only applies once. Thus, if it fails to affect the target that round, its re-use by the same user on the same target will also not affect it.
  • Abilities with the same name do not stack with each other's effects.
  • When two effects from abilities are applying to the same target at different strengths, use only the best one.
  • If the same ability with different results applies to the same target, apply the more recent one.
  • If one ability makes another's effects irrelevant, they are both still active.
  • Two Instantaneous abilities work cumulatively when they affect the same target.