top of page

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.

  • D8 Options: 5+2d8 or 3+3d8

  • D6 Options: 7+2d6 or 4+3d6

  • D4 Options: 9+2d4 or 5+4d4

  • 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.

  • D8 Options: 6+d8 or 2+2d8

  • D6 Options: 7+d6 or 3+2d6

  • D4 Options: 8+d4 or 4+3d4

  • No Dice Option: 10

​

Utilitarian Abilities

Minor Actions

​

Major Actions

  • The caster “steals” a Tier 2 ability from an ally or enemy and uses it once.

  • Afflict any Major Status Effect on a target for two turns, or an entire Area for one turn.

  • 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.

  • .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

  • The caster teleports or flies their Movement Speed + 10'.

  • An ally gains an extra 5 hit points when healed for two rounds

  • Afflict any Minor Status Effect on a target for one turn​

  • The target takes an additional 2 damage each turn, for 3 turns (2 turns if Area)

  • A nearby enemy takes 7 damage (4 if Area)

  • A nearby ally or the caster is healed for 7 hit points (4 if Area)

  • A nearby ally or the caster deals +2 extra damage with attacks for 3 turns (2 turns if Area)

  • A nearby ally or the caster gains +2 Critical Strike chance for 3 turns (1 turn if Area)

Sample Magic Tier 2 Abilities

© 2023 by Victoria McKinnon

bottom of page