Action!/Schtick/Hermetic Magic

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Hermetic Magic[edit | edit source]

Arcane[edit | edit source]

Arcane Destruction[edit | edit source]

Tier 1
Arcane Blast: Attack: Damage+5 with an extra Down. Progression: Normal, Upgrade extra Down to Also causes Knockdown (100), add Autofire (X), upgrade to Improved Autofire (XX), add extra Countermagic Effect (160), upgrade Countermagic to Also causes Dispel (+60), Add Stun (20), upgrade Stun to Also causes Stunned (+60, Add Indirect Fire (20). (More?)

Arcane Eye[edit | edit source]

Tier 1
10 Actions during 10 Sequences
You summon a magic Eye that can travel Power x 10 meters away. You can see through its eyes by spending an Action, and spending an Action to return to your own sight.

Magic Eye[edit | edit source]

Invisibility 10, Flight Move 10, Dodge 10, Body 1, Wounds 1, Power 3. (11)

Progression: Increase Everything except Pool (1/10p), Provide an extra sense (1), .

Arcane Metamagic[edit | edit source]

Counter and manipulate magic.

Arcane[edit | edit source]

Arcane Construct[edit | edit source]

Build a guardian out of magic.

Arcane Knowledge[edit | edit source]

Provides Magic Knowledge. See Magic (by seeing the effects on things). Magic Experiments. Intellect creation (magic items).

Arcane Ward[edit | edit source]

Tier 2
Geometric forms that protect against magic. You may create geometrical patterns that can protect any single object for Power. The amount of Power required depends on the number of patterns (helpful) and the object size (hindering). The target gains Resistance [Power] against Occult. Advancement: Resistance (1/2), Free Power to use on this Schtick (1/3 Power), Resistance against physical harm (2), Resistance against [Skill] (20), Exchange 10 for Power (0).

Arcane Rituals[edit | edit source]

May use Time Value to offset penalties and gain bonuses.

Arcane Power[edit | edit source]

Power: Gain a positive AV die to any Arcane Hermetic Magic Action or Defense. Allows the use of Energy in different manners. (Magic Items power sources, effects without exterior power)

Arcane Manipulation[edit | edit source]

Time and Space.

Elements[edit | edit source]

Elemental Blast 1[edit | edit source]

Tier 1 Fire, Earth, Water, Air or Aether

  • Fire: Fire Blast: Burn, Short Range, Powerup: Area.
  • Earth: Stone Throw : Damage, Long Range, Powerup:d10 Damage.
  • Water: Ice blast: Freeze, Short Range, No Powerup.
  • Air: Lightning Bolt: Electrocute, Powerup: 2 Targets.
  • Aether: Aether Blast: Fatigue, Only affects Living, Short Range, Powerup: Instead causes Heal.

Elemental Energy 1[edit | edit source]

Tier 1 Provides the Element in it purest form.

Elemental Knowledge 1[edit | edit source]

Tier 1 Divination

Elemental Power 1[edit | edit source]

Tier 1 Gain Power-related abilties

Friend of the Elements 1[edit | edit source]

Tier 1 Minor SpAb with Elements

Elemental Blast 2[edit | edit source]

Tier 2 Fire, Earth, Water, Air or Aether

  • Fire: Fire Bolt: Burn, Powerup: Area.
  • Earth: Stone Throw : Damage, Long Range, Powerup:d10 Damage, Area.
  • Water: Ice Blast: Freeze, Short Range, Powerup: Also causes Stun.
  • Air: Lightning Bolt: Electrocute, Powerup: 3 Targets.
  • Aether: Aether Blast: Damage, Only affects Living, Short Range, Powerup: Instead causes Heal.

Elemental Circle 1[edit | edit source]

Tier 2 Stationary Effects

Elemental Energy 2[edit | edit source]

Tier 2 Provides the Element in it purest form.

Elemental Knowledge 2[edit | edit source]

Tier 2 Divination

Elemental Power 2[edit | edit source]

Tier 2 Gain Power-related abilties

Elemental Sigils 1[edit | edit source]

Tier 2 Summoning

Elemental Ward 1[edit | edit source]

Tier 2 Fire, Earth, Water, Air or Aether

  • Fire: Fire Shield: Attacks all in Close Combat with Burn.
  • Earth: Earth Armor: Protects with Armor Buff.
  • Water: Ice Shield: Provides +5 Defense against all Attacks from the front. Protection from Fire.
  • Air: Air Ward: Provides +5 Defense against Ranged Attacks. Protection from Weather.
  • Aether: Aether Ward: +5 Defense against all Magic. Protects 8 points of EV Reduction against all Magic. Protection from Necromancy and Infernalism.

Friend of the Elements 2[edit | edit source]

Tier 2 Minor SpAb with Elements

Elemental Blast 3[edit | edit source]

Tier 3 Fire, Earth, Water, Air or Aether

  • Fire: Fire Bolt: Burn, Powerup: Area, d10 Damage.
  • Earth: Stone Throw : Damage, Long Range, Powerup:d10 Damage, Area.
  • Water: Ice Bolt: Freeze, Powerup: Also causes Stun.
  • Air: Lightning Bolt: Electrocute, Powerup: 3 Targets, d10 Damage.
  • Aether: Aether Blast: Damage, Only affects Living, Short Range, Holy, Powerup: Instead causes Heal.

Elemental Circle 2[edit | edit source]

Tier 3 Stationary Effects

Elemental Control 1[edit | edit source]

Tier 3 Create, Destroy and Manipulate Elements in inventive ways.

Elemental Energy 3[edit | edit source]

Tier 3 Provides the Element in it purest form.

Elemental Knowledge 3[edit | edit source]

Tier 3 Divination

Elemental Mastery 1[edit | edit source]

Tier 3 Major SpAb with Elements

Elemental Power 3[edit | edit source]

Tier 3 Gain Power-related abilties

Elemental Sigils 2[edit | edit source]

Tier 3 Summoning

Elemental Ward 2[edit | edit source]

Tier 3 Fire, Earth, Water, Air or Aether

  • Fire: Fire Shield: Attacks all in Close Combat with Burn. Protection from Water.
  • Earth: Earth Armor: Protects with Armor Buff. Protection from Air.
  • Water: Ice Armor: Provides +5 Defense against all Attacks. Protection from Fire.
  • Air: Air Ward: Provides +5 Defense and 5 points of EV Reduction against Ranged Attacks. Protection from Weather and Earth.
  • Aether: Aether Ward: Provides +5 Defense and 8 points of EV Reduction against all Magic. Protection from Holy, Necromancy and Infernalism.

Friend of the Elements 3[edit | edit source]

Tier 3 Minor SpAb with Elements

Elemental Circle 3[edit | edit source]

Tier 4 Stationary Effects

Elemental Control 2[edit | edit source]

Tier 4 Create, Destroy and Manipulate Elements in inventive ways.

Elemental Mastery 2[edit | edit source]

Tier 4 Major SpAb with Elements

Elemental Sigils 3[edit | edit source]

Tier 4 Summoning

Elemental Ward 3[edit | edit source]

Tier 4 Fire, Earth, Water, Air or Aether

  • Fire: Fire Shield: Attacks all in Close Combat with Burn. Protection from Water.
  • Earth: Earth Armor: Protects with Armor Buff and provides 5 points of EV Reduction from Damage. Protection from Air.
  • Water: Ice Armor: Provides +5 Defense against all Attacks. Protection from Fire.
  • Air: Air Ward: Provides +5 Defense and 8 points of EV Reduction against Ranged Attacks. Protection from Weather and Earth. Attacks with Down on all in Close Combat.
  • Aether: Aether Ward: Provides +5 Defense and 8 points of EV Reduction and Protection from Magic.

Elemental Control 3[edit | edit source]

Tier 5 Create, Destroy and Manipulate Elements in inventive ways.

Elemental Mastery 3[edit | edit source]

Tier 5 Major SpAb with Elements

Universal[edit | edit source]

Universal Ward[edit | edit source]

Geometric forms that protect.

Universal Protection[edit | edit source]

Protect against energies and matter.

Spells and Rituals[edit | edit source]

Universal Energy[edit | edit source]

May be used to store extra energy inside the body. May store points above maximum, causing the Flaw: Unusual Appearance on 1/2 basis.
Power: Gain a positive AV die to any Hermetic Magic Action or Defense. Unusual Appearance flares when used.

Conjuration[edit | edit source]

Create any object up to Size for Power 1.

Elements[edit | edit source]

Formulas[edit | edit source]