Difference between revisions of "Dispel"
(Created page with "{{Setting_RedAge_Spells}} > Dispel Category:Spells ---- Dispel Magic (Power 3+, instant, 1 action, range 120') Targets one creature, object, or magical effect, remov...") |
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(Power 3+, instant, 1 action, 1 living creature, touch) | (Power 3+, instant, 1 action, 1 living creature, touch) | ||
Attempt to break a curse, lift a magical / spiritual affliction such as petrification, transformation, life drain, etc, or disenchant a cursed object. Use Spirit with a bonus of +(5 x Power). It is much harder to destroy a cursed object than to break the object's link to a person. | Attempt to break a curse, lift a magical / spiritual affliction such as petrification, transformation, life drain, etc, or disenchant a cursed object. Use Spirit with a bonus of +(5 x Power). It is much harder to destroy a cursed object than to break the object's link to a person. | ||
no counterspell, if you can use a spell in a way that deflects or neutralizes a spell, you can hypothetically use anything to counter | |||
Counterspell | Counterspell |
Revision as of 02:33, 22 May 2022
Red Age > Rules > Magic > Spells > Dispel
Dispel Magic (Power 3+, instant, 1 action, range 120') Targets one creature, object, or magical effect, removing all transient magical effects of equal or lower Power. Each effects of higher Power requires a (caster level + dispel's Power) vs (caster level + target spell's Power) check to dispel.
Break Curse (Power 3+, instant, 1 action, 1 living creature, touch) Attempt to break a curse, lift a magical / spiritual affliction such as petrification, transformation, life drain, etc, or disenchant a cursed object. Use Spirit with a bonus of +(5 x Power). It is much harder to destroy a cursed object than to break the object's link to a person.
no counterspell, if you can use a spell in a way that deflects or neutralizes a spell, you can hypothetically use anything to counter
Counterspell (Power 3+, reaction, self, instant) You raise a brief ward around yourself, shattering one magical effect before it can affect you. If it affects an area or multiple targets, only you are protected (if an area effect is persistent, you remain immune to it until the end of your next round, then may save against it normally). Effects of equal or lower Power are automatically negated. Effects of higher Power require a (caster level + counter's Power) vs (caster level + target spell's Power) check to negate.
???Globe of Invulnerability?
- antimagic field