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

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Basic Action
 
Basic Action
  
You can sense the presence and effects of powers at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of power, but by concentrating on a particular type (name, form, or general description) you can eliminate all others.
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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.
  
 
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.
 
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.

Revision as of 14:09, 17 June 2015

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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.

Astral fadeout

Inherent

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).

Anti-Magic Shell

Basic Action or Stance

You create a sphere with a diameter equal to your Know that inhibits powers. Using powers against anyone inside this area has a minimum difficulty equal to your Know; 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 centers on you and moves with you.

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 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 Tradition, but typical examples include a creature, tome, site, or artifact dedicated to the form. The Chi, Gifts, Psi, or Spiritual forms.

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.

You can learn this power several times. Doing so allows you to improvise several Forms simultaneously, once for each time you took this power.

Spell Parry

Trigger Action (Defense)

Whenever a power is used against a nearby ally, you can attempt to intercept and 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.

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 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 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

Inherent

You can begin an action scene with one stance active at no shot cost.

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.