Rules Update 16.2.26

Modified Nonweapon Proficiency:

  • Concentration: Allows a Save vs Death to avoid losing a spell when damaged in combat. Normally if a caster is hit they automatically lose the spell. See Interrupting Attack MMar and Counterspell MMag for more.

New/Modified Metamartials:

  • Destabilizing Attack: [Melee Only] On a successful hit with your next single attack, the target is momentarily set off balance, allowing a flanking ally of your choice to make a bonus simple attack on the target.
  • Interrupting Attack: If you have not acted in a round, interrupt a magic spell being cast or a Called Shot with your own turn, beginning with an Interrupting Attack. Begin your turn with an attack (you may not move from your position to make this attack). If successful, the attempted spell or Called Shot fails unless they have Concentration, which allows a Save vs. Death to carry on. This turn is resolved as if it had been a Readied Action. See Concentration and Called Shot Noneweapon Proficiencies for more.
  • Taunt: [Must be within 60’] Taunt a single enemy of equal or lower level with your wit. Make a Charisma check during your action. If you succeed, the enemy is Taunted until the end of your next turn. The enemy is disadvantaged on any attack that doesn’t include you as a target. A new Taunt supersedes any previous Taunt. If the target has Taunt or Leadership Nonweapon Proficiency, the Charisma check becomes an opposed roll.

New Metamagics:

  • Counterspell: [Caster Check: -1/Spell Level of spell being nullified or None.] If you have not acted in a round, interrupt a magic spell being cast by another with your own turn, beginning with a Counterspell. To Counterspell, spend a spell slot to use raw magical power to nullify the spell being cast. If the spell slot used is equal to the spell being cast, it is nullified with a successful check. If the spell slot used is higher than the spell being cast, it is nullified automatically. The Caster may make an Arcana check to determine the level of the spell being cast. Priests may use 7th level spell slots to Counterspell 8th and 9th level spells. This turn is resolved as if it had been a Readied Action.
  • Weave Spell: [Casting Check: -1/Spell Level.] Attempt to use the raw magic of the Weave to power a spell you know instead of using your or your deity’s power. If the check is successful, you do not lose the spell slot. If the attempt fails, the spell fails, but you do not lose the spell slot.

Ritual Magic

  • All Ritual Scrolls and Recipe Scrolls now have levels assigned. Individual recipe scrolls may have their own level separate from the Ritual Scroll itself. For spell dependent items like wands and potions, the recipe level is equal to the level of the spell used. For Plus dependent items like Arms and Armor, the scroll levels are as follows: +1 (3rd), +2 (4th), +3 (5th), +4 (6th), +5 (7th). These scrolls can only be used when the character would be able to cast a spell of the same level.

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