Intervene: Difference between revisions

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If you hit, the target creature fails to cast the spell, but still loses its AP and SP. If you miss, then you lose your AP and you expend half the SP you otherwise would.
If you hit, the target creature fails to cast the spell, but still loses its AP and SP. If you miss, then you lose your AP and you expend half the SP you otherwise would.
{| class="creature"
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== '''Intervene''' ==
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| ''[[Divine]] Spell, Warding''
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|'''APC:''' 1, which you may spend reactively 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 uses the [[Primal]] or [[Psionic]] source, roll 2d20 and use the higher of the two. If the target uses the [[Arcane]] or [[Occult]] source, roll 2d20 and use the lower of the two. If the target uses the Divine source, roll 1d20.
If you hit, the target creature fails to cast the spell, but still loses its AP and SP. If you 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]]]
[[Divine Spells|[Back to Divine Magic]]]