Twisting Paths in Archons Decisive Factor System | World Anvil
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Twisting Paths

This warps the space people are traveling through so that those who wander end up lost, going where you wish, rather than where they intend.  

Cantrip

You declare the target of this spell, and the next time they take a movement action, if they fail to beat your casting roll, you decide where they end up instead of them. It cannot be further away than the number of zones they tried to move, nor can it be in an area they could not access with the movement abilities they were using. (For example, if the target was walking, you can’t leave them 40 feet in midair above where they started.) lf you succeed on your casting roll by 1 or more, you may send the target into a terrain hazard within the area; otherwise, they will avoid hazardous terrain. If the target does not move from the zone they are in, this spell has no effect on them.  

Great

This acts as the cantrip version. You may redirect a number of targets equal to your Magic Power. Once that number of targets has been affected, or your turn comes up again, the effect ends. Alternatively, you can incorporate the cantrip version into a weapon attack.  

Superior

This redirects all targets in range as per the cantrip version, but now the targets may end up anywhere within range without passing through any of the intervening zones if you wish. Targets may even find themselves on the other side of walls or doors that they could not have passed through. The effect lasts as long as you concentrate.  

Ultimate

This acts as the superior version, but the area of effect is your Magic Power in miles. Alternatively, you may make the effect permanent for everything within your normal range.

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