* Denotes Element-specific Spells (May only be used by characters with matching Primary Element)
Banishment
Delivery: Single
Duration: Instant
Element(s):
Earth, Fear, Grace, Law, Light, Luck
Character may throw one packet with the call "Magic Banish".
Barrier of Risirr
Delivery: Touch
Duration: Weekly
Element(s):
Luck
This power creates a barrier that will do (5 x level of character) in points of "Magic Luck" 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.
Channeled Force
Delivery: Touch
Duration: Debriefing
Element(s):
Earth, Grace, Growth, Law, Luck, Wind
The next melee hit against Target will be nullified, with the target calling “Absorbed”. The next Melee strike Target makes after that hit will be made with the same call that was nullified. Example: Tobias swings "3 Basic" with their sword. He’s attacked by an undead swinging "5 Massive". Tobias has Channeled Force cast on them. He gets hit by the undead and calls "Absorbed". The next swing they make will be for "5 Massive".
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".
Hyperaccelerated Luck
Delivery: Touch
Duration: Instant
Element(s):
Luck
Target's next shot with a ranged weapon inflicts "+25 Luck" damage.
Luck Aura
Delivery: Self
Duration: Debriefing
Element(s):
Luck
The character becomes a creature of Luck. All Luck based attacks heal the caster for double the value of the attack, and all Law based attacks do double the normal damage. Character is immune to poison effects and damage. All other attacks work as normal.
Luck Explosion
Delivery: Single
Duration: Instant
Element(s):
Luck
Character may throw one packet with the call "(15 x level of character) Magic Luck".
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".
*
Reflexive Dodge
Delivery: Self
Duration: Debriefing
Element(s):
Luck
You may call “No effect” to any Packet-delivered attack until you are struck with a Melee Weapon, Touch, or Area Effect for damage. This is a dumbfire power and will react to "positive" powers. The Caster may drop this power at will.
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 Luck Blade
Delivery: Self
Duration: Debriefing
Element(s):
Luck
Character is granted the ability to swing a melee weapon for "Magic Luck" with an additional +(level of character) to damage once per level of the character, after which this ability goes away.
Swiftfoot
Delivery: Self
Duration: Debriefing
Element(s):
Luck
You may ignore the next area effect that hits you, calling "No effect."
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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