* Impediment of the Gateway

Impediment of the Gateway

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Who Can Use: Any

PP Cost: 1

Invocation Time: 3 actions, minus one per three full levels of the caster.

Arcane Difficulty Rating: 10+

Components/Foci: verbal, gesture & physical (xx of a xx Man or Woman).

Range: 5' radius per level of the caster.

Area of Effect: 5' radius per level of the caster.

Duration: One melee round per level of the caster.

Saving Throw: Will, -1 for every level of the caster that exceeds the level/HD of the target.

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Description:

This minor miracle will allow the cultist to attempt to restrict access to a to an entrance/exit.

If no door, gate, portullis, etc is present

then the miracle attempts to take form a blocking barrier. A Chaos cultist for example might see writhing worms, tentacles, snakes, or

the like form to intertwine across the entrance from the portal frame. A cultist of Order might see blocks and geometric shapes grow

and/or fall into place Tetris style to block the entry.

For no existing barrier, the Impedance will have a DR of 4 and 20 hp with an additional 4 DR and 10 hp more for every three full levels

of the cultist.

If a barrier exists already to take advantage of, this minor miracle becomes far more effective.

Disfavor Chance: Roll failed by 5+

Disfavor Effect:

In addition to existing door or gate the Impedance will have a bonus DR of 6 and 30 hp with an additional 6 DR and 20 hp more for every three full levels of the cultist. In the case of an existing barrier to work with, the Impedance will also get a Will save every time it is struck

equal to that of the invoking cultist for the barrier to take minimum damage from the attack.

In either case of existing barrier door/gate or not, if the duration of the miracle is still in effect, any who try to pass though the portal so

effected via destroying the Impedance or phasing, oozing though, or other exotic methods must make a Fortitude check with a penalty

of -1 for every three full levels of the cultist (if applicable) or be stunned for 1D4 melee rounds. Even if they save, they will find their

movement though the effected portal to be halved and they will have a -2 to initiative and any combat actions while within 5' from the

barrier. (Cultist who invokes is uneffected by this.)

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Critical Success:

Double the duration, range/AoE, DR & HP of the Impedance. Double penalties to save and melees stunned if applicable.

In addition the Impedance can be immune to one specific generic attack of the player's choice and target's attempting to

pass a broken Impedance must make a Will save at the penalties listed above or find themselves existing a portal elsewhere.

Roll 1D6: 1) Somewhere else in Structure, 2) Somewhere else in the same 10 mile hex, 3) Somewhere else within 2D4 ten mile hexes,

4) Somewhere else within 3D6 ten mile hexes, 5) Some distant world, 6) Some other reality.

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Critical Fumble:

Roll 1D6:

1) Portal opens to some hungry dimension that attempts to pull all within range within.

2)

3)

4)

5)

6)

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