Difference between revisions of "Dispel Sorcery (Action Powers)"
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You can sense the presence and effects of powers at a distance. If the power is of an elemental form: | You can sense the presence and effects of powers at a distance. If the power is of an elemental form: | ||
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[[Air (Action Powers Form)|Air]], | [[Air (Action Powers Form)|Air]], | ||
[[Earth (Action Powers Form)|Earth]], | [[Earth (Action Powers Form)|Earth]], |
Revision as of 16:26, 24 September 2015
Templates for Action |
- Main article: Powers (Action)
Analyze Power
Basic Action
You can sense the presence and effects of powers at a distance. If the power is of an elemental form: Air, Earth, Electricity, Fire, Ice, Metal, Plant, or Water, you know the exact effect immediately, otherwise it takes you can identify the power as a Limit Break.
Normally, you detect the closest power effect, but by concentrating on a particular type (name 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.