Difference between revisions of "Dispel Magic (Action Powers)"

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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude>
  
=== Astral fadeout ===
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=== Analyze Magic ===
Inherent
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Basic Action
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You can sense the presence and effects of powers at a distance, learning the form, skill, and power origin. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect the closest power effect, but by concentrating on a particular type (name, form, or general description) you can eliminate all others. This means you may have to use this power many times to sort through a complex scene.
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You can analyze the properties of any power within reach, even if it is inside a container or otherwise separated from you. You learn what power it is, who used it, when, to what effect, and an approximate power level. Even powers that have ended leave a signature that can be analyzed, though the impressions fade; after the end of the scene, it is no longer possible to determine who used the power and its exact effect. The signature fades completely in a matter of days or weeks, stronger and more dramatic uses leaving stronger impressions.
  
The signature left by your powers fades rapidly. An hour after you used a power, it will no longer register as magical to detection powers unless the searcher is actually touching the power's target (or is otherwise directly interacting with it).
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{{:Meta Power (Action)}}
  
 
=== Anti-Magic Shell ===
 
=== Anti-Magic Shell ===
Basic Action or Stance
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Basic Action  
  
You create a sphere with a diameter equal to your [[Know (Action)|Know]] that inhibits powers of the [[Magic Origin (Action)|Magic]] origin. Using magic powers against anyone inside this area has a minimum difficulty equal to your [[Know (Action)|Know]]; if the normal difficulty would be lower, increase it to that value.  
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You create an immobile sphere with a diameter equal to your [[Mind (Action)|Mind]] that inhibits powers. This circle lasts for the rest of the scene.
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Anyone inside the area suffers from power failure.  
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Even Inherent powers fail.
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Existing power effects in the area are suspended and have no effect while the Anti-Magic Circle is active.
  
If uses as a basic action, the sphere is immobile and lasts for a scene. If used as a stance, the sphere centers on you and moves with you.
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{{:Meta Power (Action)}}
  
 
=== Dispel Magic ===
 
=== Dispel Magic ===
 
{{Dispeltime}}
 
{{Dispeltime}}
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{{: Meta Power (Action)}}
  
 
=== Form Studies ===
 
=== Form Studies ===
 
Limit Break
 
Limit Break
  
You temporarily gain the use of one [[Forms_and_Techniques_(Action_Powers)#Forms|Form]]. Select one form when you use this power; you gain the use of this form for the rest of the day, or until you use this power again. You have to have some kind of connection to the form you select; exactly what this is depends on your [[Power_Rules_(Action)#Tradition|Tradition]], but typical examples include a creature, tome, site, or artifact dedicated to the form. The
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You temporarily gain the use of one [[Forms_and_Techniques_(Action_Powers)#Forms|Form]]. Select one form when you use this power; you gain the use of this form for the rest of the scene, or until you use this power again.  
[[Chi (Action Powers Form) | Chi]],
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You gain the cantrip the form offers.  
[[Gifts (Action Powers Form) | Gifts]],
 
[[Psi (Action Powers Form) | Psi]], or
 
[[Spiritual (Action Powers Form) | Spiritual]] forms.
 
  
This is mainly useful in combination with other [[Magic_(Action_Powers_Form)|Magic]] powers that have variable results depending on what forms you know, but also combines well with [[Magic_(Action_Powers_Form)#Spell_Preparation|Spell Preparation]].
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This is mainly useful in combination with other [[Magic_(Action_Powers_Form)|Magic]] powers that have variable results depending on what forms you know, but also combines well with [[Magic_(Action_Powers_Form)#Spell_Preparation | Spell Preparation]].
  
You can learn this power several times. Doing so allows you to improvise several [[Forms_and_Techniques_(Action_Powers)#Forms|Forms]] simultaneously, once for each time you took this power.
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=== Spell Parry ===
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Trigger Action (Defense)
  
=== Magical Studies ===
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Whenever a power is used against a nearby ally, you can attempt to counter it. The difficulty of that power becomes your [[Know (Action)|Know]] +3. If the target or ally is at range, calculate range penalties to the nearest of the two.
Inherent
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You cannot use Spell Parry against an attacker with [[Concealment_(Action)|Hard Cover]] or doing a
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[[Imbue_(Action_Powers_Technique)|Melee]] action.
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{{:Meta Power (Action)}}
  
''Tough you have an inclination for another power origin, you have also achieved magic power.''
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=== Spellcasting Lore ===
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Basic Action
  
You must have an [[Power Rules (Action)#Origin |Origin]] other than [[Magic Origin (Action)|Magic]] to take this power. You now have both your old origin and the [[Magic Origin (Action)|Magic]] origin; your powers count as both origins when determining what other powers can affect them.
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Select another power when you use Spellcasting Lore.  
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Once, before the end of the round, when you use the selected power, you can base any roll or stunt using that power on your [[Know (Action)|Know]] skill instead of whatever skill the power would normally be based on. Effectively you are spending extra time in order to substitute what skill is used.
  
The GM might change or add to your [[Methods (Action)|Methods]] when you take this power.
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{{:Meta Power (Action)}}
  
=== Resist Form Damage ===
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=== True Name Finisher ===
 
Limit Break
 
Limit Break
  
Select the damage associated with a [[Form_and_Technique_Descriptions_(Action)|Form]] you know. Add your [[Mind (Action)|Mind]] to your soak attribute against this type of damage for the rest of the scene.
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You can use a [[Actions_(Action)#Finisher|Finisher]] on any creature whose [[True_Name_(Action_Powers)|True Name]] you know. Make an opposed [[Know (Action)|Know]] roll. If you fail, you can still try again later.
 
 
=== Spell Parry ===
 
Trigger Action (Defense)
 
 
 
Whenever a power is used nearby, you can attempt to intercept and counter it. The difficulty of that power becomes your [[Know (Action)|Know]] +3.
 
 
 
{{:Origin Divide (Action)}}
 
 
 
=== Spellcasting Lore Mastery ===
 
Basic Action
 
 
 
Once, when you use another power before the end of the round, you can base any roll or stunt using that power on your [[Know (Action)|Know]] skill instead of whatever skill the power would normally be based on. Effectively you are spending extra time in order to substitute what skill is used.
 
 
 
{{:Origin Divide (Action)}}
 
  
 
=== Wizard's Stance ===
 
=== Wizard's Stance ===
Inherent
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Trigger Action (Combo)
  
You can begin an action scene with one stance active at no shot cost.  
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When you use another power that is a Basic Action, Limit Break, or Trigger Action (Defense), you can use this power to activate two stances that you know.
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This is an exception to the rule that trigger actions cannot trigger other trigger actions.
  
{{:Origin Divide (Action)}}
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{{:Meta Power (Action)}}

Latest revision as of 15:24, 14 April 2021

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Templates for Action
Main article: Powers (Action)

Analyze Magic

Basic Action

You can sense the presence and effects of powers at a distance, learning the form, skill, and power origin. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect the closest power effect, but by concentrating on a particular type (name, form, or general description) you can eliminate all others. This means you may have to use this power many times to sort through a complex scene.

You can analyze the properties of any power within reach, even if it is inside a container or otherwise separated from you. You learn what power it is, who used it, when, to what effect, and an approximate power level. Even powers that have ended leave a signature that can be analyzed, though the impressions fade; after the end of the scene, it is no longer possible to determine who used the power and its exact effect. The signature fades completely in a matter of days or weeks, stronger and more dramatic uses leaving stronger impressions.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Anti-Magic Shell

Basic Action

You create an immobile sphere with a diameter equal to your Mind that inhibits powers. This circle lasts for the rest of the scene. Anyone inside the area suffers from power failure. Even Inherent powers fail. Existing power effects in the area are suspended and have no effect while the Anti-Magic Circle is active.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Dispel Magic

Limit Break

Age of
Effect
Minimum
Difficulty
Three days 12
One Month 14
One year 16
A decade 18
A century 20
A millennium 22
Ten millennia 24

You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.

A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.

This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.

Inherent powers cannot be dispelled.

The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Form Studies

Limit Break

You temporarily gain the use of one Form. Select one form when you use this power; you gain the use of this form for the rest of the scene, or until you use this power again. You gain the cantrip the form offers.

This is mainly useful in combination with other Magic powers that have variable results depending on what forms you know, but also combines well with Spell Preparation.

Spell Parry

Trigger Action (Defense)

Whenever a power is used against a nearby ally, you can attempt to counter it. The difficulty of that power becomes your Know +3. If the target or ally is at range, calculate range penalties to the nearest of the two. You cannot use Spell Parry against an attacker with Hard Cover or doing a Melee action. This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Spellcasting Lore

Basic Action

Select another power when you use Spellcasting Lore. Once, before the end of the round, when you use the selected power, you can base any roll or stunt using that power on your Know skill instead of whatever skill the power would normally be based on. Effectively you are spending extra time in order to substitute what skill is used.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

True Name Finisher

Limit Break

You can use a Finisher on any creature whose True Name you know. Make an opposed Know roll. If you fail, you can still try again later.

Wizard's Stance

Trigger Action (Combo)

When you use another power that is a Basic Action, Limit Break, or Trigger Action (Defense), you can use this power to activate two stances that you know. This is an exception to the rule that trigger actions cannot trigger other trigger actions.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.