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Showing posts from October, 2025

At-Will Powers - Knight/Wizard (Swordmage)

These are spells, really. All are magical (-10%), and require having Magery 0. However, they don't cost FP or tally, and thus cannot be put on an Alternate Ability Array with real spells.  I really had to stretch the rules to get Aegis of Assault working. I'm not sure if it's works rules as written but at that price, GMs should just give it a break and let it work. At-Will Powers - Knight/Wizard (Swordmage)   Aegis of Assault [53] You mark a target within 5 yards for 9 seconds. As long as the target is marked, if the target attacks an ally, you teleport next to the target and make an attack against the target. -  Affliction [10], -2 to DX (+20%); Range 10 yards - Attacks (-20%); Range is actually 5y (-10%); Accessibility: Only for Attack Rolls (-20%); Cosmic: no dice roll required (+100%); nuisance effect: only against allies of the caster (-5%); fixed duration - 3 minutes (+0%), Nuisance Effect; Reduced Duration 1/20 (-25%); Linked (+10%); Magic (-10%); 20-2...

Water Magic

  Water Magic Ray of Frost     Full Cost: 5     Casting Roll: Skill. Use Innate Attack to hit.     Components: V, S.     Cost: 1FP     Casting Time: 1sec     Range: Equal to Will     Duration: 1 second You project a ray of fire at a single target. Use Innate Attack to hit, applying normal range penalties. Deal single target burning damage -1 per dice, with no incendiary effect, Acc 3, RoF 1, Shots N/A, Bulk -2, and Recoil 1. Targets injured by this spell must make an HT roll, at -1 per 2 points of injury, or take a -2 penalty to DX and become Numb (p. B146) for 1 second. If your foe is within one yard of you, he may attempt to parry this attack (actually parrying your hand). If such a parry is successful, you must roll against DX to avoid hitting yourself with your own spell!   Natural Attack burn (5),Wizardly Magic (-30%), D&D Magic (-30%) ; Requ...