Tier 2 Abilities
Create a Tier 2 Ability
Like all Tier Abilities, Tier 2 (also known as T2) Abilities vary wildly. Your imagination is the limit. Follow these simple guidelines to build your own.
Dealing Damage or Healing to a Single Target
If you chose a single target T2 Ability, it will a strike one target within 70'. You can pick one of the following options.
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D8 Options: 5+2d8 or 3+3d8
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D6 Options: 7+2d6 or 4+3d6
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D4 Options: 9+2d4 or 5+4d4
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No Dice Option: 12
Dealing Damage or Healing in an Area
If you chose an area T2 Ability, it will strike all of the targets in a 30' radius around your character or centered on any point within 70'. You can pick one of the following options. Harmful abilities never strike friendly targets.
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D8 Options: 6+d8 or 2+2d8
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D6 Options: 7+d6 or 3+2d6
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D4 Options: 8+d4 or 4+3d4
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No Dice Option: 10
Utilitarian Abilities
Minor Actions
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Afflict any Minor Status Effect on a target for two turns.
Major Actions
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The caster “steals” a Tier 2 ability from an ally or enemy and uses it once.
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Afflict any Major Status Effect on a target for two turns, or an entire Area for one turn.
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Afflict any Minor Status Effect on an entire Area for two turns.
Damage Over Time
Damage or heal over time effects (if not simple secondary effects) for T2 abilities follow the following formula of damage per turn.
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.5x, 1x, 1x or .5x, .5x, 1.5x
In other words, T2 abilities deal a bit more than double damage when spread over three turns.
Hybrid Tier 2 Abilities
Blending Utility and Damage/Healing
Adding Secondary Effects to Tier 3 Abilities
Once you’ve chosen an option for damage / healing output, you can (optionally) choose a secondary effect for your Tier 2 ability.
If you choose a secondary effect, your damage / healing output is decreased by 2.
Secondary Effects for All T2 Abilities
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The caster teleports or flies their Movement Speed + 10'.
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An ally gains an extra 5 hit points when healed for two rounds
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Afflict any Minor Status Effect on a target for one turn
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The target takes an additional 2 damage each turn, for 3 turns (2 turns if Area)
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A nearby enemy takes 7 damage (4 if Area)
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A nearby ally or the caster is healed for 7 hit points (4 if Area)
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A nearby ally or the caster deals +2 extra damage with attacks for 3 turns (2 turns if Area)
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A nearby ally or the caster gains +2 Critical Strike chance for 3 turns (1 turn if Area)
