Arrow shoot magic arrow of pure Ether to cause mayhem of explosions in the area and deal lot Collateral damage
Exert your Mind (unless Few feet in the air) and spend an Action to activate. Select a Location no further than 50 feet from you and in your line of sight. This Effect cannot be used unless Ethereal Wing on. You must actively and obviously use Necklace to activate this Effect. The area within 20 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Dexterity + Occult at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 20 feet of the chosen Location with Damage equal to your Outcome + 1. Armor is fully effective against this damage.
Anyone who takes damage from the blast is knocked back away from the target location by a distance equal to the radius. They must succeed a Body roll, Difficulty 9, or be stunned for 1 round.
In hostile random encounters, there is a chance that the user will gain a temporary ally which comes to its aid and blast a ranged attack towards the source of danger. This mysterious figure´s details stay obscure for most who presence its appearance, unable to be determined if said entity is a spirit of some kind or something else...
This Effect activates whenever a great danger meets the user. It does not require an Action or Exertion. Select a Location no further than 40 feet from you and in your line of sight. “Your target should be intuitively based on the triggering event. This Effect cannot be used unless the user is endangered. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Charisma + Influence at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4.
You may only use this Effect once per day.
A small flash of light travels from the Selenium glass to the Tellurium glass, as a ever-growing shadow grows on the targeted area. Depending on the wind, you might even hear a whistling noise.
Exert your Mind and spend an Action to activate. Select a Location no further than 50 feet from you and in your line of sight. This Effect cannot be used unless Must have a direct line of sight to the sky or be below a roof thin enough to be penetrated. The area within 20 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Brawn + Alertness at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 20 feet of the chosen Location with Damage equal to your Outcome + 3. Armor is fully effective against this damage.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
A flash of light radiates from the Messiah Fist, burning and blinding enemies in an area.
Exert your Mind and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. You must actively and obviously use Messiah Fist to activate this Effect. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Brawn + Athletics at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4.
Cadbury becomes anthropomorphic and uses the energy built up in him to hurt his enemies
Exert your Mind and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Perception + Alertness at Difficulty 6.
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4. Armor is fully effective against this Damage.
Damage spreads to targets beyond the edge of the initial radius, decreasing by 2 Damage for every 5 feet traveled.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Cadbury becomes an anthropomorphic mantis shrimp.
The Spell caster raises their staff or ring covered hand to manipulates the fires or creates new ones where they shouldn't be. Fire dances in tune with your hands or staffs movements.
Mana, MP the universal power source the underlying truth of existence that permeates reality flows into me. I harness it to create or manipulate reality to my whims. My hands create on instinct a staff, or a magical ring. Helps me guide mana in a direction, they are the training wheels before mastery.
Exert your Mind (only for extinguishing a fire, no cost for starting one) and spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). You must actively and obviously use a staff or ring with a jewel. to activate this Effect.
You may start or extinguish a fire as large as a torch's flame at your target. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 2 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be depleted by any Damage dealt, destroying the Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
You may spend a Free Action on your initiative move a fire as large as a torch's flame that is within 20 feet to another location within 20 feet. You may Exert your Mind to draw a line which a fire up to twice as large as a torch's flame cannot cross.
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. Armor is fully effective against this Damage. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.