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paths:devoted_path:domain:void [2024/11/12 00:10] elfinlockspaths:devoted_path:domain:void [2024/11/23 02:01] (current) – [Enlightenment - Relative Disjunction (Su)] elfinlocks
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 ===== Enlightenment - Relative Disjunction (Su) ===== ===== Enlightenment - Relative Disjunction (Su) =====
 <WRAP round box> <WRAP round box>
-You may spend 4 [[priority:magic#mana|MP]] to greatly increase the strength of gravity in a 30 ft. diameter area within Medium range. Creatures in the area are literally crushed to the ground by their own weight in the area. Creatures within the area and all of their equipment weighs twice as much, but their Strength remains the same, and may lead to impairment due to [[game_systems:carrycapacity|Carry Capacity]] limitations.+You may spend 4 [[priority:magic#mana|MP]] to greatly increase the strength of gravity in a 30 ft. diameter area within Medium range. Creatures in the area are literally crushed to the ground by their own weight in the area. Creatures within the area and all of their equipment weigh twice as much, but their Strength remains the same, and may lead to impairment due to [[game_systems:carrycapacity|Carry Capacity]] limitations.
  
-If not, creatures within the area are [[game_systems:combat:status_conditions#hindered|Hindered]] and [[game_systems:combat:status_conditions#fatigued|Fatigued]]. Creatures must make a Fortitude save to avoid becoming [[game_systems:combat:status_conditions#stunned|Stunned]] and Prone as well. All effects except Fatigue end immediately upon exiting the area (which ends after 1d4 rounds).+In addition, creatures within the area are [[game_systems:combat:status_conditions#hindered|Hindered]] and [[game_systems:combat:status_conditions#fatigued|Fatigued]]. Creatures must make a Fortitude save to avoid becoming [[game_systems:combat:status_conditions#stunned|Stunned]] and Prone as well. All effects except Fatigue end immediately upon exiting the area (which ends after 1d4 rounds). Flying creatures get a Reflex save to avoid the area - if they fail, they immediately crash to earth.
  
 If used in conjunction with [[priority:magic:spells:tier7:reverse_gravity|Reverse Gravity]], damage taken by creatures from "falling" is doubled. This may bypass the normal falling damage cap. If used in conjunction with [[priority:magic:spells:tier7:reverse_gravity|Reverse Gravity]], damage taken by creatures from "falling" is doubled. This may bypass the normal falling damage cap.
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   * **Freezing Cold:** All creatures within the area feel the heat sapped from their bodies, and take 1d4 Cold damage per Caster Level every round on your turn.   * **Freezing Cold:** All creatures within the area feel the heat sapped from their bodies, and take 1d4 Cold damage per Caster Level every round on your turn.
  
-You are immune to all of these effects in your Nullscape. Additionally, you may teleport to any location in the Nullscape as a Swift Action, once per turn. This movement otherwise acts as [[priority:magic:spells:tier4:dimension_door|Dimension Door]]. The Nullscape remains for a number of rounds equal to your Caster Level. When the Nullscape ends, all displaced objects and terrain of the Material World return, unharmed and unaffected. +You are immune to the Cold and Vacuum of your Nullscape. Additionally, you may teleport to any location in the Nullscape as a Swift Action, once per turn. This movement otherwise acts as [[priority:magic:spells:tier4:dimension_door|Dimension Door]]. The Nullscape remains for a number of rounds equal to your Caster Level. When the Nullscape ends, all displaced objects and terrain of the Material World return, unharmed and unaffected. 
 </WRAP> </WRAP>
 ===== Favored Spells ===== ===== Favored Spells =====
- 
-You may cast the following spells at a 1 MP discount (a spell may never cost less than 1 MP in this manner): 
  
   * [[priority:magic:spells:tier1:feather_fall|]]   * [[priority:magic:spells:tier1:feather_fall|]]