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.
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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
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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
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Utilitarian Abilities
Minor Actions
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Afflict any Minor Status Effect on a target for two turns.
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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.
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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
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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)