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Warder Abilities
Wielding powerful magic can make anyone an intimidating individual but the Warder finds little fear when facing down mythical foes. Their defenses counter mystical forces like steel to blows.
Spell - Illusion
Know if there is a magical ability that you did not Manifest ongoing or being Manifested in an Aura 6 + TT x 2.
Boost: While Focal Locked on a space in the area for 1 minute or more, see a dim red glow in the space if it contains these effects. You can identify the effects as if you could see them being Manifested.
Spell - Elemental
Lock 1 + TT Elements. Choose a Locked Element. Increase the DL to use abilities of the chosen Element by 2 + TT and reduce damage of the chosen Element by 1 in an Aura 3 + TT.
Boost: Cease this to attack Dispel defense of target Spell of the chosen Element in the area with d12 equal to the remaining minutes to Dispel it.
Response - Infusion
As an object up to 6 Bulk enters target space in 3 + TT range, roll 1d12 to change the direction it is moving 1 space left or right, DL 9 - TT/2. Targeted attacks instead Attack Blind.
Boost: Roll 1d12 to heal 1 Minor Action, DL 9 - TT. Reduce the DL of the heal by 1 for each 3 you exceed the DL.
Spell - Suppression
Lock 1 + TT/2 of ancient, magical, animal, fae, natural, aberration, Mindless. Choose a Locked type. The first time each round each creature of the Locked type in an Aura 3 + TT would move towards you, attack Nature with 1 + TT/3 d12 to cause them to not move closer to you for 1 minute.
Boost: After this causes a creature to stop moving, deal 3 Space damage to them.
Aspect
Gain 1 + TT/2 Reduction to Living Elements.
Boost: Reduce the face value needed for healing your Grit by TT/2.
Stance
Effects you create do not have their duration modified from being in Conflict.
Boost: Reduce your DL of Knowledge on abilities you see being used by 1 + TT.
Advanced Abilities
Those that practice and excel in the Warder style gain access to these more unique abilities.
Spell - Transference
Requirements: 9 Combined Tiers of Elude and Magic
Reduce Grit Injury you would suffer by 1 + TT/3. After this reduces Injury, pay 1 Energy.
Boost: After this reduces Injury, roll 1 + TT d12 to ignore the Energy cost that time, DL 12.
Response - Infusion
Requirements: 7 Combined Tiers of Elude and Magic
Lock 1 + TT Skills. As a magical effect attacks a Locked Skill of target creature in Reach, grant +1 + TT/6 on the defense.
Boost: If the attack fails, heal 1 Energy.
Spell - Suppression
Requirements: 7 Combined Tiers of Elude and Magic
As a target in 3 + TT range would Teleport or Warp, attack Nature with 1 + TT/2 d12 to prevent the effect.
Boost: Also affect Phasing.
Spell - Infusion
Requirements: 7 Combined Tiers of Elude and Magic
Choose an Element. A target in 3 + TT range gains 3 + TT Reduction to the chosen Element.
Boost: If their Reduction to the Element is 12 or higher, they also gain Immunity.
Spell - Suppression
Requirements: 9 Combined Tiers of Elude and Magic
A small transparent barrier hovers around target creature in 3 + TT range. Each time an attack against a Might or Finesse Skill targets them, this grants +2 to their defense and loses 1 duration.
Boost: If the attack fails by 3 or more, this does not lose duration.
Spell - Infusion
Requirements: 11 Combined Tiers of Elude and Magic
Creatures gain +1d12 on defenses in an Aura 1 + TT.
Boost: As any creature in the area would fail a defense, you may Cease this and they reroll.
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