Disenchant
◊Descriptors
– magic, spell, White
◊Effect
– Nullify Magic 5 Limited to
Enchantments —or— Weaken Magic 10 Limited to Artifacts
and Equipment • 11 points
◊Modifiers
– alternate effect: 1 flat point; limited: -1/rank, sustained: +2/rank
(Nullify); affects only objects: +0/rank, increased range: +1/rank, limited:
-1/rank (Weaken)
◊Action
– standard
◊Requirement
– ranged attack; access to two mana resources, one of which must be White
◊Range
– S/M/L 125/250/500 feet (Nullify); S/M/L 250/500/1000 feet (Weaken)
◊Duration
– sustained (Nullify) or instant (Weaken)
◊Results
– counters enchantments or reduces the traits provided by magical devices
◊Resist
– Will or opposed check (Nullify) or Fortitude (Weaken)
Description
Disenchant
counters magical enchantments (effects with both the enchantment and magic
descriptors). You can target the creator of the effect (or the effect’s subject)
by making a ranged attack check. Then make a power check opposed by the
targeted effect’s rank. If targeting the effect’s creator, they may resist with
their Will defense if it is higher than the effect rank
If
you win the opposed check, the targeted effect turns off and can’t be restored
as long as you can use maintain the disenchantment (as a free action). If you
lose the opposed check by two or more degrees of failure, trying again against
the same subject in the same scene requires extra effort.
You
can also use Disenchant to counter an enchantment as it is being cast or the
lingering results of an enchantment with an instant effect (such as an Affliction) by
making an opposed power check (no attack roll is needed). See countering under Effects for more information).
As
an alternate effect, Disenchant can be used to reduce the potency of a
magical device created through artifice or magical equipment. You must succeed
a ranged attack check to hit the target (although inanimate objects are
defenseless and can be attacked with a routine check). The target makes a
Fortitude resistance check (DC 20) and loses character points from its magical
trait equal to the difference between the check result and the DC (up to 10).
Magical devices usually have no Fortitude
defense and therefore will lose 10 character points worth of magic
automatically. Typically, these points are permanently lost given the
limitations of the Artificer and
Equipment
advantages.
Disenchant
Ritual
Preparation 44 hours • Performance
110 minutes • DC 21 • Fast-Casting 11 rounds DC 26
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