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| Anarch gains the ability to replicate any seen effects, as though a | | Anarch gains the ability to replicate any seen effects, as though a [[Trinity:Mimic|mimic]] of his anarch level, for 2d6 rounds. | ||
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Revision as of 03:35, 8 October 2007
This is a list of Avaos for the Trinity campaign setting.
Avaos
The following is an alphabetical list of Avaos.
Butterfly Effect Grade: Overwhelming Active Use Time: --- Range: Personal Effect: See text Duration: Instantaneous Saving Throw: See text Chaos Opposition: See text Active: This avao has no active use. Causal: When you would be able to expend Trigger Slots to use a causal use of an avao, you may instead use any other causal use of an avao. Precausal: This avao has no precausal use.
Chaos Grade: Overwhelming Active Use Time: See text Range: See text Effect: See text Duration: See text Saving Throw: See text Chaos Opposition: See text Active: When you use this avao, designate a target within Medium range (100 feet + 10 feet/level). Then roll 1d%, and consult the following table.
d% | Chaos Effect |
---|---|
01 - 03 | Slow target for 10 rounds (Will DC 15 negates). |
04 - 05 | Anarch and target switch physical locations (no save). |
06 - 07 | Faerie fire surrounds the target. |
08 | Anarch gains the akashic's delve into blue ability, as an akashic of his anarch level, for 1d4 hours. |
09 - 10 | Target is teleported 1d100 miles in a random direction, leaving his footware behind, which begin smoking. |
11 - 14 | Deludes anarch for 1 round into believing the avao functions as indicated by a second die roll (no save). |
15 | All metal within 20 feet of the anarch becomes affected by heat metal. |
16 - 18 | Gust of wind, but at windstorm force (Fortitude DC 14 negates). |
19 - 20 | All water within 20 feet of the anarch becomes a palatable dry red wine. |
21 - 23 | Anarch learns target’s surface thoughts (as with detect thoughts) for 1d4 rounds (no save). |
24 - 25 | Target is affected by a reverse gravity effect for 2d4 rounds. |
26 - 27 | Stinking cloud at 30-ft. range (Fortitude DC 15 negates). |
28 | A sphere of annihilation appears 1d10x10 feet in a random direction from the anarch for 1d4 rounds. |
29 - 30 | Target becomes a magnet (as per the device; consult SteamWorks) for 1d4 rounds. |
31 - 33 | Heavy rain falls for 1 round in 60-ft. radius centered on anarch. |
34 - 36 | Summon an animal: a rhino (1 on d4), elephant (2 on d4), or mouse (3-4 on d4); 1d4x5 feet in random direction from target. |
37 - 39 | Lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage (Reflex DC 15 half), in target's direction. |
40 - 42 | Target is flung into the air 2d4x10 feet. |
43 | Anarch gains fast healing 5 for 2d4 rounds. |
44 - 46 | Target is affected by baleful without soul (nihil). |
47 - 49 | Stream of 600 large butterflies pours forth from the anarch's mouth and flutters around for 2 rounds, blinding everyone (including the anarch) within 25 ft. (Reflex DC 14 negates). |
50 - 53 | Enlarge person if within 60 ft. of the anarch (Fortitude DC 13 negates). |
54 - 56 | Darkness, 30-ft.-diameter hemisphere, centered 30 ft. away from the anarch. |
57 - 58 | For 2d4 rounds, all creatures within 20 feet of the anarch can hear his surface thoughts. |
59 - 62 | Grass grows in 160-sq.-ft. area before the anarch, or grass existing there grows to ten times normal size. |
63 - 65 | Turn ethereal any nonliving object of up to 1,000 lb. mass and up to 30 cu. ft. in size. |
66 - 68 | Reduce the anarch to 1/12 height (no save) for 2d6 rounds. |
69 | Anarch gains the ability to replicate any seen effects, as though a mimic of his anarch level, for 2d6 rounds. |
70 - 71 | Fireball at target or 100 ft. straight ahead, 6d6 damage (Reflex DC 15 half). |
72 - 74 | All creatures within 20 feet time hop (as per the jikuu) for 1 round. |
75 | Nearest tree animates and becomes a treant for 2d4 hours. |
76 - 79 | Anarch affected by mirror image. |
80 - 81 | Invisibility covers the anarch for 2d6 minutes. |
82 | All metal within 20 feet of the anarch becomes affected by chill metal. |
83 - 84 | The target becomes invisible for 2d6 minutes. |
85 - 87 | Leaves grow from target if within 60 ft. of the anarch. These last 24 hours. |
88 - 90 | 10-40 gems, value 1 gp each, shoot forth in a 30-ft.-long stream from the anarch's fingers. Each gem deals 1 point of damage to any creature in its path: Roll 5d4 for the number of hits and divide them among the available targets. |
91 - 93 | Shimmering colors dance and play over a 40-ft.-by-30-ft. area in front of the anarch. Creatures therein are blinded for 1d6 rounds (Fortitude DC 15 negates). |
94 - 95 | The target's square and surrounding squares become affected as though a fractal ice effect had been affecting those squares for 2d4 rounds. |
96 - 97 | Anarch (50% chance) or target (50% chance) turns permanently blue, green, or purple (no save). |
98 - 99 | Flesh to stone (or stone to flesh if target is stone already) if target is within 60 ft. (Fortitude DC 18 negates). |
100 | The anarch's butterfly effect avao is triggered. |
Causal: This avao has no causal use. Precausal: This avao has no precausal use.
Chaos Nova Grade: Lesser Active Use Time: 1 standard action Range: Personal Area: 10-ft. radius burst, centered on you Duration: Instantaneous Saving Throw: Reflex half Chaos Opposition: Yes Active: You expel a blast of chaotic energy from yourself, dealing 1d6 points of chaotic damage to all creatures within ten feet. A successful Reflex save halves this damage. Causal: When you reach -10 hit points and die, you cause yourself to explode in a massive burst of chaotic energy, dealing 1d6/level points of chaotic damage to all creatures within 10 feet. A successful Reflex save halves this damage. Precausal: You explode in a massive burst of chaotic energy, dealing 1d6/level points of chaotic damage to all creatures within 10 feet; a successful Reflex save halves this damage. You take 6/level points of chaotic damage from the effect, and are not allowed a Reflex save.
Chaosflame Grade: Subtle Active Use Time: 1 standard action Range: Personal Effect: See text Duration: 1 round/level; see text Saving Throw: None Chaos Opposition: Yes Active: You infuse your hands with chaos, allowing you to form fiery balls of chaotic energy. You can throw these energy balls at creatures with a ranged touch attack. If they hit, the balls deal 1d6 points of damage, half of which is fire and half of which is chaotic; the ball deals an additional +1d6 points of damage for every four anarch levels you have (so 2d6 at 4th, 3d6 at 8th, 4d6 at 12th, 5d6 at 16th, and 6d6 at 20th). Forming an energy ball takes a move action. This ability lasts for 1 round/level. Causal: When you take fire damage, you may wreathe yourself in fiery chaotic energy. At the beginning of your turn, all creatures within 10 feet take 1d6 points of damage plus an additional 1d6 for every six anarch levels (so 2d6 at 6th, 3d6 at 12th, and 4d6 at 18th), half of which is fire damage and half of which is chaotic damage. A successful Reflex save halves the damage. In addition, at the beginning of each of your turns, you suffer 1d4 points of fire damage. Precausal: You wreath yourself in fire, as the causal application of this avao. When you do so, you take 2d6 points of fire damage.
Deny Gravity Grade: Subtle Active Use Time: 1 move action Range: Personal Target: You Duration: 10 minutes/level Saving Throw: None Chaos Opposition: No Active: You use chaotic power to ignore the tug of gravity. For the duration, she can float a foot above the ground. Instead of walking she glides along, unconcerned with the hard earth or difficult terrain. While she remains within 1 foot of a flat surface of any solid or liquid, she can take normal actions and make normal attacks, and can move at her normal speed (she can even “run” at four times her normal speed). However, at distances higher than 1 foot above any surface, her speed diminishes to 10 feet per round. Causal: When you fall, you may fall slower, as though using feather fall with a duration of "until landing." Precausal: You benefit from feather fall. However, while you do so, you are also affected by a reverse gravity effect. This effect lasts one round per level.
Entropic Shield Grade: Subtle Active Use Time: 1 full-round action Range: Personal Target: You Duration: 1 minute/level Saving Throw: None Chaos Opposition: No Active: You use chaos to blur your appearance, making you difficult to target with ranged weapons. Ranged attacks against you suffer a 20% miss chance, as though you had concealment. Causal: If you get hit by any attack, you may use chaos to completely distort how you appear to others, granting you a 20% miss chance against any attack rolls made against you. This effect lasts 1 round/level. Precausal: You may use chaos to completely distort your appearance, granting you a 20% miss chance against any attack rolls made against you; this effect lasts 1 round/level. The next attack that you would suffer automatically hits.
Escape Bonds Grade: Lesser Active Use Time: 1 standard action Range: Personal Target: You Duration: 1 day Saving Throw: None Chaos Opposition: No Active: You gain a +4 chaotic bonus on Escape Bond checks, grapple checks, and to your touch AC. Causal: When you are about to become immobilized, you may use the power of Chaos to free your body. This has several effects. This avao enables you or to move and attack normally for 1 round/level, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin. The avao also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The avao does not, however, allow water breathing. Precausal: This avao has no precausal use.
Free Mind Grade: Subtle Active Use Time: 1 standard action Range: Personal Target: You Duration: 1 day Saving Throw: None Chaos Opposition: No Active: You gain a +4 resistance bonus on Will saves against mind-influencing effects. Causal: When you are affected by a mind-influencing effect, you may gain immunity to mind-influencing effects for 1 round per level. Precausal: This avao has no precausal use.
Fumbling Strike Grade: Lesser Active Use Time: --- Range: Close (25 feet + 5 feet/2 levels) Target: One creature wielding a manufactured weapon Duration: Instantaneous Saving Throw: Will negates Chaos Opposition: Yes Active: This avao has no active use. Causal: When a creature fumbles, you may use your chaotic power to cause the thrown weapon to strike a nearby creature instead. Make a ranged attack roll as though you were using the weapon, against any creature within 30 feet of the creature that fumbled. If you hit the creature, you automatically score a critical hit on the creature. Precausal: When a creature criticals, you may use your chaotic power to cause the creature to lose its grasp on its weapon. Treat this as the creature fumbling. A successful Will save negates this effect.
Ice Fractal Grade: Lesser Active Use Time: 1 full-round action Range: Medium (100 feet + 10 feet/level) Area: One 5-foot square; see text Duration: Concentration + 1 round/level Saving Throw: None Chaos Opposition: No Active: You imbue the ground with chaotic ice, causing it to freeze in a fractal pattern. Moving over a square covered in ice requires 2 squares of movement, and the DC of Balance and Tumble checks are increased by 5. A DC 10 Balance check is required to run or charge against ice. Each round, so long as you concentrate, the ice expands in a fractal pattern. Each square that shares a side with the affected square becomes covered in ice. Each round that you concentrate on this effect, it continues to expand. Once you cease concentrating, the fractal no longer expands. The ice lasts for 1 round/level after you cease concentrating, after which it vanishes. You can use this effect to allow creatures to move over water, by freezing the water in a fractal pattern. When a square of ice is first covered, the ice is 1 inch thick; every round you concentrate thereafter, it becomes one category thicker. CREATURE SIZE ICE THICKNESS Small Medium Large Huge 1" At risk Break Break Break 2" - 3" Safe At risk Break Break 4" - 6" Safe Safe At risk Break 7" - 23" Safe Safe Safe At risk 24"+ Safe Safe Safe Safe Safe: The ice will not break. At Risk: Creatures who run, charge, or jump on the ice have a 50% chance to break it. Break: The ice breaks. The ice collapses in a 5-foot radius around where the creature was on the ice. Causal: Whenever you take cold damage, all creatures that occupy a square that shares a side with the square you are in suffer half the cold damage you did. For each additional Trigger Slot you expend, you can cause this effect to fractalize. Each creature that occupies a square that shares a side with a square occupied by a creature you caused to take cold damage from the initial effect, suffers a quarter of the cold damage you did. Precausal: You can cause all the creatures that occupy squares that share a side with your square to suffer 1d8/level (max 10d8) points of cold damage. You suffer double this damage.
Know Chaos Grade: Subtle Active Use Time: 5 minutes Range: Touch Target: Touched item Duration: Instantaneous Saving Throw: None Chaos Opposition: No Active: You learn all the functions of a chaotic item. Causal: This avao has no causal use. Precausal: This avao has no precausal use.
Luck Grade: Subtle Active Use Time: 1 full-round action Range: Personal Effect: A single reroll; see text Duration: 1 round/level or 1 minute/level; see text Saving Throw: None Chaos Opposition: Yes Active: You infuse yourself with a small bit of Chaos. For the duration, you have access to a limited reroll. You may choose, at any time, to reroll a roll you must made, before hearing the results. If you do, however, you must keep the second roll. Causal: When you fail a roll (you fail to hit, you fail a skill check, or similar) that you did not willingly fail, you gain a reroll, which lasts for 1 minute/level. When you use the reroll, you may keep the better of the two results. Precausal: You may specifically fail a roll to gain a reroll, as per the causal version of this avao. You must choose to fail the roll before you actually roll.
My Time Grade: Greater Active Use Time: 1 move action Range: Personal Target: You Duration: 1 round/level Saving Throw: None Chaos Opposition: Yes Active: You interrupt your timeline with Chaos. You no longer have a place in the initiative order. Instead, you may, at any point in a round, declare that you are acting. You are still restricted to your normal allotment of actions each round. If you do not do so, then you have effectively lost your action for that round. At the end of the duration, you reroll your initative, and go at that count on the next round. Causal: Whenever your initiative would change because of an outside effect, you may immediately take a move action. Precausal: You may take a move action whenever you could take an immediate action. If you do so, your initiative is rerolled, without any modifiers.
Reciprocity Grade: Subtle Active Use Time: 1 standard action Range: Personal Targets: You Duration: 1 round/level Saving Throw: None Chaos Opposition: Yes Active: You twist cause and effect, such that whenever a creature would strike you, they are also striking a small part of themselves. Of any damage dealt to you, the creature that caused that damage suffers one-quarter of the damage. Causal: Whenevever you take damage, you may have the creature that dealt the damage suffer one-half of the damage. Precausal: Choose a creature adjacent to you. You may deal up to 2 points of damage to them per level. If you do, the next physical attack against you automatically hits; in addition, the next time you take damage, you take double the damage you dealt with this avao.
Ripple Effect Grade: Overwhelming Active Use Time: --- Range: Personal Effect: See text Duration: Instantaneous Saving Throw: See text Chaos Opposition: See text Active: This avao has no active use. Causal: If you triggered the causal use of an avao last round, you may trigger two causal uses of avaos this round at the same initiative count as the previous avao. Precausal: This avao has no precausal use.
Unpredictable Moves Grade: Subtle Active Use Time: 1 standard action Range: Personal Targets: You Duration: 1 round/level Saving Throw: None Chaos Opposition: No Active: Your movements become partially imbued with Chaos, allowing you to become blurry and massively unpredictable. You gain a +2 dodge bonus to AC and Reflex saves for the duration. Causal: Whenevever you are subject to an effect that targets an area, you may gain the Evasion ability for 1 round/level. Precausal: You may gain Evasion for 1 round/level. If you do, the next effect that targets an area also affects you, even if you are not in the area (a fireball blasts a flaming rock your way, or a haphazard spark from a lightning bolt zaps you, etc).