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

Barrier of Isikil
Delivery: Touch
Duration: Weekly
Element(s): Ice
This power creates a barrier that will do (5 x level of character) in points of "Magic Ice" damage to any person that crosses its threshold. The area covered by this must clearly be marked, using a single yellow line on the ground and a single yellow line at its top. A doorway is suitable for these purposes, but must still have a separate yellow delineator, as this is a visible effect. The area covered by this may not exceed 10' by 10' per use of this power, however, at the time of use, other Mages may add their own power to this barrier of pain to add their damage and size to the barrier (a second caster could add an additional 10' x 10' for a total of 20' x 20', etc). The yellow delineator must have a card attached that lists the names of the Mages who put up the barrier, who are immune to its effects.

Chill Breath
Delivery: Self
Duration: Debriefing
Element(s): Ice
Character is granted the ability to swing a Melee Weapon for "Magic Net: Limb" once per level. Character may not move his legs between swings, and doing so ends the use of Chill Breath.

* Chilling Strike
Delivery: Self
Duration: Debriefing
Element(s): Ice
Character may swing a Melee Weapon for "Magic Break" once per level of the Character. The Cast may not move his feet between swings for Magic Break, and doing so results in the dispel of Chilling Strike.

Crippling Force
Delivery: Single
Duration: Instant
Element(s): Doom, Fear, Flame, Ice, Law, Luck, Storm
Character may throw up to one packet per level with the call "Magic Maim".

Eldritch Armor
Delivery: Single
Duration: Debriefing
Element(s): Doom, Earth, Flame, Growth, Ice, Storm
This spell confers an effect of "Spike 6" on the Target’s Attacker each time they are hit by a weapon attack. This effect triggers a number of times equal to the Caster's level. Target must call “Spike 6” 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.

Elemental Burst
Delivery: Shotgun 5
Duration: Instant
Element(s): Doom, Earth, Flame, Growth, Ice, Storm
Character may throw five packets with the call "(10x level) Magic {Element}".

Ice Aura
Delivery: Self
Duration: Debriefing
Element(s): Ice
The character becomes a creature of Ice. All Ice based attacks heal the caster for double the value of the attack, and all Flame based attacks do double the normal damage. Character is immune to poison effects and damage. All other attacks work as normal.

Ice Explosion
Delivery: Single
Duration: Instant
Element(s): Ice
Character may throw one packet with the call "(15 x level of character) Magic Ice".

Magic Draining
Delivery: Single
Duration: Instant
Element(s): Doom, Earth, Fear, Grace, Ice, Storm, Wind
Target may throw one packet with the call "Magic Drain".

Mass Webbing
Delivery: Shotgun
Duration: Debriefing
Element(s): Doom, Earth, Fear, Flame, Grace, Growth, Ice, Law, Light, Luck, Storm
Character may throw five packets with the call "Magic Net: Body".

Stop Army
Delivery: Rapid Fire
Duration: Debriefing
Element(s): Grace, Growth, Ice, Law, Light, Luck
Character may throw one packet per Character level with the call "Magic Net: {Limb}".

Superior Ice Blade
Delivery: Self
Duration: Debriefing
Element(s): Ice
Character is granted the ability to swing a melee weapon for "Magic Ice" with an additional +(level of character) to damage once per level of the character, after which this ability goes away.

Ward
Delivery: Touch
Duration: Weekly
Element(s): Doom, Earth, Fear, Flame, Grace, Growth, Ice, Law, Light, Luck, Storm, Wind
This power may be used on any enclosed room. One opening into this room is designated the Entryway. On the Guide Notes for that opening, the Field power must be marked and the level of the caster must also be marked, along with the names of the caster and any characters touching him/her at the time this spell is cast. These characters may enter through the Entryway at will. No other characters or effects may enter this area unless one of those listed in the Guide Notes lowers the Entryway for 5 seconds by call "Entry Down 1, Entry Down 2, Entry Down 3, Entry Down 4, Entry Down 5" in a clear tone of voice, during which anything may cross through the entryway.

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