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Scions Rulebook
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* Denotes Element-specific Spells (May only be used by characters with matching Primary Element)

* Antidote
Delivery: Touch
Duration: Instant
Element(s): Grace
The Caster may deliver a "Magic Dispel: Poison" by touch.

* Bestial Pain
Delivery: Single
Duration: Instant
Element(s): Growth
Caster may throw one packet for "(10 x level) Animal."

Body of Earth
Delivery: Touch
Duration: Debriefing
Element(s): Earth
Target gains a 25% bonus (round up) to their Armor. This does not stack with any other bonus due to mystic effects.

Break
Delivery: Single
Duration: Instant
Element(s): Doom, Earth, Fear, Flame, Grace, Ice, Law, Luck, Storm
Character may throw a packet with the call "Magic Break: {target item}"

Cold Strike
Delivery: Touch
Duration: Debriefing
Element(s): Ice
The Target may add the effect "Break" to his next swing with a melee weapon.

Disarm
Delivery: Single
Duration: Instant
Element(s): Doom, Fear, Grace, Growth, Law, Luck, Wind
Character may throw a packet with the call "Magic Disarm: {target item}"

Doom Blade
Delivery: Self
Duration: Debriefing
Element(s): Doom
Character can swing a melee weapon for "Magic Doom" Flavor once, after which this ability goes away.

Doom Blast
Delivery: Shotgun
Duration: Instant
Element(s): Doom
Character may throw 3 packets with the call "(3x level) Magic Doom"

Doom Spike
Delivery: Single
Duration: Instant
Element(s): Doom
Character may throw 1 packet with the call "(5 x level of character) Magic Doom"

Earth Blade
Delivery: Self
Duration: Debriefing
Element(s): Earth
Character can swing a melee weapon for "Magic Earth" Flavor once, after which this ability goes away.

Earth Blast
Delivery: Shotgun
Duration: Instant
Element(s): Earth
Character may throw 3 packets with the call "(3x level) Magic Earth"

Earth Spike
Delivery: Single
Duration: Instant
Element(s): Earth
Character may throw 1 packet with the call "(5 x level of character) Magic Earth"

Elemental Armor
Delivery: Touch
Duration: Debriefing
Element(s): Doom, Earth, Flame, Growth, Ice, Storm
This spell confers an effect of "Spike 3" on the Target’s Attacker each time the Target is hit by a weapon attack. This effect triggers a number of times equal to the Caster's level. Target must call "Spike 3" in reaction to the attack for this to function, and it’s use is automatic. Note that this spell, like all effects, is nullified on Target hitting 0 or less Hit Points, before it has a chance to trigger the Spike effect.

Fear Blade
Delivery: Self
Duration: Debriefing
Element(s): Fear
Character can swing a melee weapon for "Magic Fear" Flavor once, after which this ability goes away.

Fear Blast
Delivery: Shotgun
Duration: Instant
Element(s): Fear
Character may throw 3 packets with the call "(3x level) Magic Fear"

Fear Spike
Delivery: Single
Duration: Instant
Element(s): Fear
Character may throw 1 packet with the call "(5 x level of character) Magic Fear"

* Fire Trap
Delivery: Touch
Duration: Debriefing
Element(s): Flame
The Caster may use up a Packet-delivery Flame Spell to enchant an object. The next person other than the Caster who touches the object is hit for the spell’s damage. This damage is considered a melee strike for purposes of defenses, skills, and powers.

Flame Blade
Delivery: Self
Duration: Debriefing
Element(s): Flame
Character can swing a melee weapon for "Magic Flame" Flavor once, after which this ability goes away.

Flame Blast
Delivery: Shotgun
Duration: Instant
Element(s): Flame
Character may throw 3 packets with the call "(3x level) Magic Flame"

Flame Spike
Delivery: Single
Duration: Instant
Element(s): Flame
Character may throw 1 packet with the call "(5 x level of character) Magic Flame"

Grace Spike
Delivery: Single
Duration: Instant
Element(s): Grace
Character may throw 1 packet with the call "(5 x level of character) Magic Grace"

Graze
Delivery: Touch
Duration: Debriefing
Element(s): Luck
The next hit on the target for "Magic," "Holy," or "Bardic," is reduced by half. Target must call "Partial" on this effect.

Growth Blast
Delivery: Shotgun
Duration: Instant
Element(s): Growth
Character may throw 3 packets with the call "(3x level) Magic Growth"

Growth Spike
Delivery: Single
Duration: Instant
Element(s): Growth
Character may throw 1 packet with the call "(5 x level of character) Magic Growth"

Heat Weapon
Delivery: Single
Duration: Instant
Element(s): Flame
Caster may throw one packet for "(Level) Magic Disarm"

Hideous Laughter
Delivery: Debriefing
Duration: Instant
Element(s): Fear
Caster may throw one packet with a call of "Magic Weaken 3"

Ice Blade
Delivery: Self
Duration: Debriefing
Element(s): Ice
Character can swing a melee weapon for "Magic Ice" Flavor once, after which this ability goes away.

Ice Blast
Delivery: Shotgun
Duration: Instant
Element(s): Ice
Character may throw 3 packets with the call "(3x level) Magic Ice"

* Ice Sphere
Delivery: Touch
Duration: Debriefing
Element(s): Ice
This spell allows the Caster to create a near-impenetrable dome-shaped barrier of freezing cold that only light, sound, and clean, breathable air can pass through. This barrier can be no more than 10' in diameter and must be clearly marked by some form of rope, tape, or cord in a roughly circular shape (ovals are permitted). The barrier created is 10' high, regardless of width, unless it is situated in a frame, such as a door or room, which has a clear top. The caster must hold his hands against the Ice Sphere to keep it stable and, if removed, the Sphere evaporates.

Ice Spike
Delivery: Single
Duration: Instant
Element(s): Ice
Character may throw 1 packets with the call "(5 x level of character) Magic Ice"

Ignore Wounds
Delivery: Self
Duration: Debriefing
Element(s): Grace
This spell confers an effect of "3 Magic Healing" on the Caster each time they are hit by a weapon attack. This effect triggers a number of times equal to the Caster's level, and is not blocked by nor does it trigger any "dumb" defenses such as shields or rebounds. Target should make an effort to call "healed" after being hit by an attack which triggers this spell to let the attacker know the heal was activated. Note that this spell, like all effects, is nullified on Target hitting 0 or less Hit Points, before it has a chance to trigger the Healing effect.

Law Blade
Delivery: Self
Duration: Debriefing
Element(s): Law
Character can swing a melee weapon for "Magic Law" Flavor once, after which this ability goes away.

Law Spike
Delivery: Single
Duration: Instant
Element(s): Law
Character may throw 1 packet with the call "(5 x level of character) Magic Law"

Light
Delivery: Touch
Duration: Debriefing
Element(s): Flame, Light, Storm
Character may enchant one object to glow as with light. This effect lasts until debriefing or until dispelled. The glow must be phys-repped by an OOG light source.

Light Blade
Delivery: Self
Duration: Debriefing
Element(s): Light
Character can swing a melee weapon for "Magic Light" Flavor once, after which this ability goes away.

Light Blast
Delivery: Shotgun
Duration: Instant
Element(s): Light
Character may throw 3 packets with the call "(3x level) Magic Light"

Light Spike
Delivery: Single
Duration: Instant
Element(s): Light
Character may throw 1 packet with the call "(5 x level of character) Magic Light"

* Light Strike
Delivery: Self
Duration: Debriefing
Element(s): Light
Caster may swing a melee weapon once for "Massive Light," after which this ability goes away.

Lightning Spike
Delivery: Single
Duration: Instant
Element(s): Storm
Character may throw 1 packet with the call "(5 x level of character) Magic Storm"

Luck Blade
Delivery: Self
Duration: Debriefing
Element(s): Luck
Character can swing a melee weapon for "Magic Luck" Flavor once, after which this ability goes away.

Luck Spike
Delivery: Single
Duration: Instant
Element(s): Luck
Character may throw 1 packet with the call "(5 x level of character) Magic Luck"

* Lucky Shot
Delivery: Self
Duration: Debriefing
Element(s): Luck
The next swing the caster makes with a melee weapon, he adds his level to the damage and the luck element as an effect. This cannot be combined with any other power that adds damage or an affect, but may be combined with any flavor available to the caster.

Magic Glue
Delivery: Touch
Duration: Weekly
Element(s): Earth, Grace, Growth, Ice, Law, Luck
This power will firmly affix anything 1' x 1' or smaller to a fixed surface, meaning the floor, or a table which is bolted to the floor, or a wall, etc. NOT a movable surface. Once this power has been cast, the item cannot be moved without being broken into pieces until the time has worn off. However, if a Magic Glue power is again cast on a Glued item, the Glue will be dispelled and the item will move freely again. A Glued item must be physrepped by putting a small piece of invisible (i.e. Scotch) tape on two opposing sides of the item to tape it to the floor. A date must be written on a card under the tape.

Magic Healing
Delivery: Single
Duration: Instant
Element(s): Grace, Growth, Wind
Character may throw one packet with the call "(Level) Magic Healing".

* Negative Energy Spike
Delivery: Single
Duration: Instant
Element(s): Doom
Caster may throw one packet for "(2x level) Magic Rending"

Permanence
Delivery: Touch
Duration: Debriefing
Element(s): Law
By casting Permanence on an item, the caster makes the item capable of Resisting Break effects. The item may resist one break effect per level of the caster.

Physical Shield
Delivery: Touch
Duration: Debriefing
Element(s): Earth, Grace, Ice, Law, Luck, Wind
The next Physical attack against Target is nullified, after which this ability goes away. Target must at that time call "Shield".

Query
Delivery: Single
Duration: Instant
Element(s): Doom, Earth, Fear, Flame, Grace, Growth, Ice, Law, Light, Luck, Storm, Wind
Character casts a single “Magic Detect {TYPE}”. {TYPE} may be from the following list: Mammalian, Humanoid, Demonic, Reptoid, Avian, Dimensional, Arachnoid, Insectoid, Construct, Astral or Undead.

* Reveal Magic
Delivery: Touch
Duration: Instant
Element(s): Law
This power may be used on any enclosed room. This power acts as a "Magic Detect: Magic" for all within the room. Those who have magic effects on their person must affirm so, and the presence of these effects becomes known by all in the room. Similarly, all unattended items and spells that have magic effects on them are known to be Magic by all within the room.

Shining Blade
Delivery: Touch
Duration: Debriefing
Element(s): Light
Target may now swing for the element of "Light." This does not stack with any other spell or affect that changes the element or damage call of a weapon. This lasts until Debriefing or until the target is Unconscious.

Shocking Grasp
Delivery: Touch
Duration: Debriefing
Element(s): Storm
The Target may add the flavor "Stun" to his next swing with a melee weapon.

Snare
Delivery: Single
Duration: Instant
Element(s): Doom, Earth, Fear, Flame, Grace, Growth, Ice, Law, Light, Luck, Storm, Wind
Character may throw a packet with the call "Magic Net: {target limb}".

Speak with Animals
Delivery: Touch
Duration: Debriefing
Element(s): Growth
If the affected target of this spell has the Animal type, they now understand spoken speech and can speak themselves, though no further intelligence is conferred and the target is not required to respond or otherwise change behavior. By commanding the Animals to "Silence," the Caster may dispel this effect. This effect lasts until debriefing.

Spray of Doom
Delivery: Rapid Fire
Duration: Instant
Element(s): Doom
Character may throw one packet per level of the character with the call "6 Magic Doom".

Spray of Fear
Delivery: Rapid Fire
Duration: Instant
Element(s): Fear
Character may throw one packet per level of the character with the call "6 Magic Fear".

Spray of Flame
Delivery: Rapid Fire
Duration: Instant
Element(s): Flame
Character may throw one packet per level of the character with the call "6 Magic Flame".

Spray of Growth
Delivery: Rapid Fire
Duration: Instant
Element(s): Growth
Character may throw one packet per level of the character with the call "6 Magic Growth".

Spray of Law
Delivery: Rapid Fire
Duration: Instant
Element(s): Law
Character may throw one packet per level of the character with the call "6 Magic Law"

Spray of Light
Delivery: Rapid Fire
Duration: Instant
Element(s): Light
Character may throw one packet per level of the character with the call "6 Magic Light".

Spray of Lightning
Delivery: Rapid Fire
Duration: Instant
Element(s): Storm
Character may throw one packet per level of the character with the call "6 Magic Storm"

Spray of Wind
Delivery: Rapid Fire
Duration: Instant
Element(s): Wind
Character may throw one packet per level of the character with the call "6 Magic Wind".

* Stone Strength
Delivery: Touch
Duration: Debriefing
Element(s): Earth
Target gains the Caster’s level in HP. The bonus HP granted by this ability may extend beyond the maximum HP for the Target and is fully healable. If at any time they are affected by any Elemental Effect, they will immediately be dropped to -1 (and as this knocks them unconscious it will also end this spell). This spell cannot be stacked with any power that grants additional HP.

Storm Blast
Delivery: Shotgun
Duration: Instant
Element(s): Storm
Character may throw 3 packets with the call "(3x level) Magic Storm"

* Storm Shield
Delivery: Self
Duration: Debriefing
Element(s): Storm
After the Caster suffers an unmitigated hit that damages him, he may recast the damage as a single-packet delivery power. The value of this power is double that of the damage taken, and the flavor and effect are changed to "Magic Storm." This must be done after the caster takes the hit but before he uses any other skill or ability that causes damage.

Stun
Delivery: Single
Duration: Instant
Element(s): Fear, Grace, Light, Luck, Storm, Wind
Character may throw a packet with the call "Magic Stun".

* Terror
Delivery: Touch
Duration: Debriefing
Element(s): Fear
Terror can be cast on any creature that is not Dead. When the creature is conscious, Terror causes the target to "Resist" any spell that would grant the target hit points, shields, skill tags, or any other beneficial effect. This includes any effect that would dispel Terror, including "Dispel: Magic" and a Killing Blow. This lasts until Debriefing or until the target is Dead. If the target is Dying or Unconscious, the Terror effect is not dispelled but they are incapable of using the "Resist" ability.

True Shot
Delivery: Touch
Duration: Debriefing
Element(s): Wind
For every 3 masteries (Weapon Mastery or Backstab) of the same type that the target possesses, this power grants the target an additional mastery of an identical type that may only be used with a Ranged Weapon. This additional mastery may not be used in determining prerequisite satisfaction for additional skills such as Strikes. This may not be stacked with any effect that adds damage to a weapon.

* Wind Armor
Delivery: Touch
Duration: Debriefing
Element(s): Wind
The next ranged weapon to hit Target will be nullified and the target must call "Rebound" on that attack.

Wind Blast
Delivery: Shotgun
Duration: Instant
Element(s): Wind
Character may throw 3 packets with the call "(3x level) Magic Wind"

Wind Spike
Delivery: Single
Duration: Instant
Element(s): Wind
Character may throw 1 packet with the call "10 Magic Wind"

Zombification
Delivery: Self
Duration: Debriefing
Element(s): Doom
To cast Zombification, the caster must first find the body of a dead or dying humanoid to Inhabit. This body takes a "Raise 4 x level" effect, and the caster now inhabits the body of the Zombie. While Zombification is in effect, the caster is now considered Undead for all spells, powers, and immunities. While the caster may talk normally, he may not run or use any of his skills or powers. A caster who has used Zombification gains the ability to use any style of weapon for it’s base damage, but loses the ability to use any special abilities granted by weapons or armor, including Wraithbone and other items that enhance sentient undead. If the corpse is killed, it falls and becomes unusable for further necromantic purposes and the caster is returned to normal abilities but is otherwise unaffected. The caster may return to his normal state instantly by saying the words, "Zombie: Die," killing the corpse and restoring his normal abilities.

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