Level N (every level): Using the list below, pick an ability.
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A. +2V Actions.
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B. Barbarian Con bonus instead of Exceptional.
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C. Immune to Water (and variants such as Holy Water). Immune to drowning.
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D. Immune to Specials.
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E. You, your party, and subordinates are immune to Teleport Away / Plane Shift effects
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F. Automatically make saves that give a Con bonus; Automatically make Fort saves (even if no Con bonus).
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G. 1V: Trigger a Trap prematurely; it will strike at the nearest living creature.
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H. You and your subordinates ignore parting shots and attacks of opportunity.
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I. Your Traps, Tricks, and Specials do special effects as if one "pipe" (or +LVL CL) better than they are.
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J. Immune to Guardian sphere spells, and Forbiddance/Security Zones in general.
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K. Free GGL (Specialty God) pick in a god that has a Con requirement.
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L. Immune to Local Environment. Resist Terrain Features.
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M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
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N. Your Wall spell effects have xLVL area. 1M: Duplicate (make another) Wall effect.
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O. 1bV, an ally within LVL*10' is being attacked: Interpose in front of the attack
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P. 0, 1/t: Distribute LVL instances of tactical movement to other allies.
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New Guardian Spells:
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Tactic Move (SL=1): Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
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Wyvern Watch Shield (SL=2): Paralyzing shield (PPD save for each melee attack that hits you)
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Trapper (SL=3): Create a Trapper class Trap (see list below), you can trigger it immediately if you like.
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Guardian Daemon (SL=4): Summons a Guardian Daemon (an Outer being of your alignment, it is a DL VI monster). You have a Guardian Daemon summon slot in addition to your normal summon slot. You are allowed to have 2 Guardian Daemons (one in each slot).
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Prismatic Wall/Sphere (SL=5): Create a Prismatic Wall with CL/2 colors or a Prismatic Sphere with CL/2-2 colors.
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Mass Teleport Away (SL=6): A group is Teleported Away (RSW save).
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Holy Word Neutralize (SL=7): Choose a blahR. Target cannot use any ability that is resisted using that blahR type (no save, no MR).
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Proof Against Leaving (SL=8): No one can leave the room (by moving or by special means) (x1 Special)
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Multi Mass Heal/Harm (SL=9): Up to CL groups in the room is either Healed or Harmed (you choose for each creature).
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Trapper Traps (these affect a group; the effect given is per target):
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Arrows: Get attacked by one arrow with TH bonus +LVL^2 and dmg=LVL^2; natural 20 = Poison (PPD save or death)
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Falling Block: Get automatically hit by one block for LVLd4 dmg (ignores skins)
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Gas: PPD save or (roll 1d8): 1=Blind, 2=Fear, 3=Feeblemind, 4=Nausea, 5=Poison (death in 1 round), 6=Sleep, 7=Slow, 8=Weakness
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Net: You cannot move or physically attack until you use 1V and make a Str check at -LVL.
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Pit: Fall LVL*10' (no save); 1 in 6 chance you fall on a spike for LVL^2 dmg
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Surge: Take a SL=LVL/2 random magical effect (never beneficial, save applies if the effect has a save)
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