Steady Up

Common Effects: Steadying Up requires that a character take a moment. It means that the character required to Steady Up cannot break up movement with other type of Activity.

Trivial Steadying

Simple Steadying

  • Common Effects
  • The Spell/Formula level as a Penalty to Initiative.
  • Movement Loss/Penalty = 2m from base movement rate.

Major Steadying

  • Common Effects
  • The Spell/Formula level as a Penalty to Initiative.
  • Movement Loss/Penalty = 4m from base movement rate.
  • Magic/spells using Concentration require a Concentration check to cast. Failure means the activity is performed but no spell costs incurred or materials used (casting is interrupted).
  • Loss of Advantage on all physical checks.

Extraordinary Steadying

  • Common Effects
  • The Spell/Formula level as a Penalty to Initiative.
  • Movement Loss/Penalty = 8m from base movement rate.
  • Magic/spells using Concentration require a Concentration check to cast. Failure means the activity is performed but no spell costs incurred or materials used (casting is interrupted).
  • Disadvantage on all physical checks.

  • Incarna d20™ Steady Up Details/Mechanics

    This content is part of the i20™ Variant for the d20 System™.

    Equivalent Movement Loss/Penalty per 2m = 5′; Physical checks are any STRength/DEXterity/CONstitution.

    Trivial

    Simple

    Concentration DC = Spell Level to cast > 1 = always fails

    Major

    Any activity uses 2 measures of activity.

  • Initiative Penalty -5
  • Concentration DC = 5 + Spell Level to cast > 1 = always fails
  • Spell Range + Collateral Effect (Intelligence check to figure best position/AOE, bounce, fill) is halved unless DC 10 Perception check
  • Extraordinary

    Any activity uses 3 measures of activity.

    iCore Steady Up Details/Mechanics