Difference between revisions of "Dispel Magic (Action Powers)"
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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. | This is mainly useful in combination with other [[Magic_(Action_Powers_Form)|Magic]] powers that have variable results depending on what forms you know. | ||
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+ | 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. | ||
=== Arcane Preparation === | === Arcane Preparation === |
Revision as of 08:55, 8 June 2010
Templates for Action |
- Main article: Powers (Action)
Arcane Improvisation
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 day, or until you use this power again. You just have some kind of connection to the form you select; exactly what this is depends on your Tradition, but typical examples include a creature, tome, site, or artifact dedicated to the form.
This is mainly useful in combination with other Magic powers that have variable results depending on what forms you know.
You can learn this power several times. Doing so allows you to improvise several Forms simultaneously, once for each time you took this power.
Arcane Preparation
Basic Action
Once, when you use another power of the Magic origin before the end of the round, 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.
Dispel Magic
Basic Action
You can dispel any power of the Magic origin. The difficulty is the skill value of whoever originally created the effect.
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.
Magic Resistance
Stance
Whenever a Magic Origin power is successfully cast against you, make an opposed Mind roll. If you make it, the power fails and is negated.
Magical Studies
Inherent
Tough you have an inclination for another power origin, you have also achieved magic power.
You must have an Origin other than Magic to take this power. You now have both your old origin and the Magic origin; your powers count as both origins when determining what other powers can affect them.
The GM might change or add to your Methods when you take this power.
Spell Shield
Basic Action or Stance
You create a sphere with a diameter equal to your power skill that inhibits powers of the Magic origin. Using magic powers against anyone inside this area has a minimum difficulty equal to your power skill; if the normal difficulty would be lower, increase it to that value.
If uses as a basic action, the sphere is immobile and lasts for a scene. If used as a stance, the sphere moves with you.
Synergy
Stance
You maintain all stances you maintained last round, combining the shot costs into this one stance. You cannot use this power in the first round of combat.