Transmute Magic (Action Powers)
Templates for Action |
- Main article: Powers (Action)
Animate Object
Basic Action
Animate an object you can see up to Create meters away and weighting no more than Mind kilos. If the object is attended, it takes an opposed Create roll to animate it. The only thing you can do to a held or worn object is to attempt to dislodge it; make an opposed [[Create (Action)|Create roll. On a success the holder of the object must either let go of it or loose three shots; on an Outcome matching its Reflexes it suffers both results.
The animating force has a score of 1 in all attributes and uses your skills. It cannot fly but can slither and skitter along or move as if manipulated by hand as long as some part of it is resting on another solid object. The object itself retains its ordinary (Toughness, but if the animating force is defeated you cannot animate this object again this scene.
Spell Preparation
Limit Break
You must have the Magic origin to use this power. Use Spell Preparation to prepare any one power you do not know, but whose Form you do know. You can now use the prepared power at any time, but only once. If the power is a stance, you can continue to keep it up for one scene (or as long as it makes sense). If you prepare a new power, you lose the previously prepared one.
This power can be taken several times; each time lets you prepare one additional power or one additional use for a power you have already prepared. It is considered normal to start with a spell prepared for use with this power.
Sustaining
Limit Break
You can extend the duration of any one power that is already in effect to last a whole session. Does not apply to stances.