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Archmage Abilities
There's no greater manipulator of arcane energies than a seasoned Archmage. An apprentice, while
effective, is much like a cudgel. They learn basic forms of dispelling other's magics while honing their
own ability to learn and tune their own magics. A journeyman in comparison is leagues ahead, no longer
so concerned with their own arcane art, but how best to break, manipulate, or outright usurp others'
magics. Archmages have earned their fearsome reputations and pity to the one who decides to test it.
Stance
As you apply an Augment, reduce the Augment cost by 1 Energy or Resolve for each prior consecutive successful action during which you applied the same Augment.
Boost: Magical effects you create gain 1 + TT/2 Dispel Defense.
Response - Suppression
1 Energy: Use Hinder Spellcasting with 3 + TT range without using a weapon. Attack with Magic instead of Nimble.
Boost: On success, increase the effect by 1 + TT/3.
Spell - Elemental
Dispel target magical effect or object in 3 + TT range. If you have this Ready, you can target a Spell being Manifested to negate the Manifestation.
Boost: End up to 1 + TT/2 ongoing Spells you Manifested. Gain +1 on your attack roll for each.
Response
As a creature uses Hinder Spellcasting against you, gain +1 + TT/3 on your defense.
Boost: Deal 1 + TT/2 Umbral damage to attacker.
Spell - Transference
Create a portal in target space in 3 + TT range. When you Manifest a non-Transference Spell, you may count as in the space the portal is in to determine your range and visibility.
Boost: Allies in contact with you can also use this effect.
Aspect
Gain +1 + TT/2 on Magic Knowledge rolls.
Boost: As a magical effect with a duration affects you, you can increase its duration by 1 if you exceeded the DL for knowledge about it by 6.
Advanced Abilities
Those that practice and excel in the Archmage style gain access to these more unique abilities.
Response - Infusion
Requirements: 11 Combined Tiers of Zeal and Magic
As another creature declares a Major action, use Manifest Spell. Increase the Energy cost by 6 - TT/2.
Boost: Increase the DL to identify it by 1 + TT.
Trick - Infusion
Requirements: 7 Combined Tiers of Zeal and Magic
Cease a Spell. Heal Energy equal to the amount that was paid to Manifest it. Reduce the face value needed on the healing roll by TT/2.
Boost: If this restores Energy, increase the duration of any 1 ongoing Spell you Manifested by 1.
Spell - Transference
Requirements: 9 Combined Tiers of Zeal and Magic
Create a Tier 1 + TT/2 Cracked Realm Barrier in target space in 12 + TT x 3 range.
Boost: Instead, reduce the Tier of target Cracked Realm Barrier of Tier 1 + TT or lower by 1.
Response - Illusion
Requirements: 9 Combined Tiers of Zeal and Magic
1 Resolve: As you are targeted by a Spell, attack the caster with Magic to change the target to target creature in 1 + TT range.
Boost: Affect a Spell targeting a creature in 3 + TT range.
Spell - Transference
Requirements: 7 Combined Tiers of Zeal and Magic
Attack target Spell in 3 + TT range with 1 + TT/3 d12 to become the target of the Spell.
Boost: Gain + TT/2 on your attack roll.
Response - Transference
Requirements: 7 Combined Tiers of Zeal and Magic
1 Resolve: As target creature in 6 + TT x 2 range would Warp, attack with Magic to choose where they Warp using the limits of the Warp effect.
Boost: Deal 2 + TT Unsteady damage.
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