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Spazztaztic (talk | contribs) (Created page with "''Divine Spell, Warding'' '''APC:''' 1, which you may spend reactively when an enemy within range casts a spell '''SPC:''' Special '''Range:''' 60 ft '''Requirements:''' Verbal, Visual, Gesture '''Duration:''' Instantaneous Spend an amount of SP equal to the SP of the spell you are intervening against. Make a magic attack against the target creature’s WILL. If the target creature uses the Primal or Psionic source, roll 2d20 and use the higher of the two. If the...") |
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''[[Divine]] Spell, Warding'' | __NOAUTOLINKS__ | ||
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== '''Intervene''' == | |||
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| ''[[Divine]] Spell, Warding'' | |||
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|'''APC:''' 1 Reactive AP, which you can spend when an enemy within range casts a spell | |||
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|'''SPC:''' Special | |||
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|'''Range:''' 60 ft | |||
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|'''Requires:''' Gesture, Verbal, Visual | |||
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|'''Duration:''' Instantaneous | |||
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!Spell Description | |||
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|Spend an amount of SP equal to the SP of the spell you are intervening against (min 2). | |||
Make a magic attack against the target creature’s WILL. If the target creature can cast primal or psionic magic, roll 2d20 and take the higher. If the target can cast arcane or occult magic, roll 2d20 and take the lower. If the target can cast divine magic, roll as normal. | |||
On a hit, the target creature fails to cast the spell, but still loses its AP and SP. On a miss, then you lose your AP and you expend half the SP you otherwise would. | |||
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[[Divine Spells|[Back to Divine Magic]]] | |||
Latest revision as of 10:34, 1 August 2025
Intervene |
| Divine Spell, Warding |
| APC: 1 Reactive AP, which you can spend when an enemy within range casts a spell |
| SPC: Special |
| Range: 60 ft |
| Requires: Gesture, Verbal, Visual |
| Duration: Instantaneous |
| Spell Description |
|---|
| Spend an amount of SP equal to the SP of the spell you are intervening against (min 2).
Make a magic attack against the target creature’s WILL. If the target creature can cast primal or psionic magic, roll 2d20 and take the higher. If the target can cast arcane or occult magic, roll 2d20 and take the lower. If the target can cast divine magic, roll as normal. On a hit, the target creature fails to cast the spell, but still loses its AP and SP. On a miss, then you lose your AP and you expend half the SP you otherwise would. |