Dispel Magic (Action Powers)

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Main article: Powers (Action)

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, or when you come into contact with an existing effect of a Magic Origin power, make an opposed Mind roll. If you make it, the power fails and is negated.

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. Casting Sorcery 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.