Action!/Schtick/Hermetic Magic

=Hermetic Magic=

Arcane Destruction
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
Tier 1 Action: Gain the ability to make Perception checks from any position within Power x 10 meters. 10 Actions during 10 Sequences: Summon a Magic Eye. Action: Command Magic Eye. Choose a method.

Magic Eye
Observation 10, Invisibility 10+Power, Flight Move Power, Defense 10, Soak 10, Pool 10. Progression: Increase Everything except Pool (Normal Progression), Increase Pool +1 (100, up to 5).

Arcane Metamagic
Counter and manipulate magic.

Arcane Construct
Build things out of magic.

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

Arcane Ward
Geometric forms that protect.

Arcane Rituals
May use Time Value to offset penalties and gain bonuses.

Arcane Power
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
Time and Space.

Elemental Blast 1
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
Tier 1 Provides the Element in it purest form.

Elemental Knowledge 1
Tier 1 Divination

Elemental Power 1
Tier 1 Gain Power-related abilties

Friend of the Elements 1
Tier 1 Minor SpAb with Elements

Elemental Blast 2
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
Tier 2 Stationary Effects

Elemental Energy 2
Tier 2 Provides the Element in it purest form.

Elemental Knowledge 2
Tier 2 Divination

Elemental Power 2
Tier 2 Gain Power-related abilties

Elemental Sigils 1
Tier 2 Summoning

Elemental Ward 1
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
Tier 2 Minor SpAb with Elements

Elemental Blast 3
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
Tier 3 Stationary Effects

Elemental Control 1
Tier 3 Create, Destroy and Manipulate Elements in inventive ways.

Elemental Energy 3
Tier 3 Provides the Element in it purest form.

Elemental Knowledge 3
Tier 3 Divination

Elemental Mastery 1
Tier 3 Major SpAb with Elements

Elemental Power 3
Tier 3 Gain Power-related abilties

Elemental Sigils 2
Tier 3 Summoning

Elemental Ward 2
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
Tier 3 Minor SpAb with Elements

Elemental Circle 3
Tier 4 Stationary Effects

Elemental Control 2
Tier 4 Create, Destroy and Manipulate Elements in inventive ways.

Elemental Mastery 2
Tier 4 Major SpAb with Elements

Elemental Sigils 3
Tier 4 Summoning

Elemental Ward 3
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
Tier 5 Create, Destroy and Manipulate Elements in inventive ways.

Elemental Mastery 3
Tier 5 Major SpAb with Elements

Universal Ward
Geometric forms that protect.

Universal Protection
Protect against energies and matter.

Universal Energy
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
Create any object up to Size for Power 1.