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

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=== Dispel Magic ===
 
=== Dispel Magic ===
 
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{{Dispeltime}}
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=== Form Studies ===
 
=== Form Studies ===

Revision as of 15:04, 3 October 2012

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Main article: Powers (Action)

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.

Resist Form Damage

Limit Break

Select the damage associated with a Form you know. Add your Mind to your soak attribute against this type of damage for the rest of the scene.

Spell Parry

Trigger Action (Defense)

Whenever a power is used nearby, you can attempt to intercept and counter it. The difficulty of that power becomes your Know +3.

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 Lore 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.

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.