Ma Psychic
Ma Psychic
Ma Psychic
Arcane Barrier
A target reduced to 0 Health by icy mist is frozen solid.
Requirement: Protection Arcana (Master) Cost: 10 PP
Time: Major action Target Number: 18 Test: None Ice Sheet
You surround a subject within 25 yards (which may be your- Requirement: Cryokinesis (Novice) Cost: 6 PP
self) with a protective field of magical force. The arcane barrier Time: Major action Target Number: 13
lasts for 1 round and, during that time, the subject is completely Test: Dexterity (Acrobatics) vs. Force
immune to damage, but also cannot move from the spot (as the
barrier is immobile), make melee or ranged attacks, or give or You cover the ground with a slick sheet of ice up to 10 yards
receive items. Effects that do not cause direct damage still affect in diameter, anywhere within 30 yards of you. Anyone in,
the subject normally, and spells of all kinds can pass out of the entering, or moving within the area must make a successful
barrier. You can extend the barrier by spending 5 PP for each Dexterity (Acrobatics) test vs. your Force or fall prone. Prone
additional round you would like it to last. characters can crawl, but standing requires another test to
avoid falling. If you cast ice sheet on a body of water, it freezes
Psychic Powers the surface, creating ice thick enough for a person to walk on,
free-floating unless it can touch and anchor to where the water
meets land. A 10 yard or smaller diameter body of water is
Modern AGE characters might acquire the following psychic completely frozen over. The spell persists as long as the local
powers in campaigns where the paranormal is real, or where temperature allows, melting normally if it is above freezing.
certain humans stand on the cusp of the next step in evolu-
tion. Each psychic discipline, such as Cryokinesis, is a power Dissipate Heat
talent. Unless the GM specifies differently, tests to activate
psychic powers use the Willpower ability along with the Requirement: Cryokinesis (Expert) Cost: 2 PP
discipline’s power focus, such as Willpower (ESP). Time: Major action Target Number: 13 Test: None
In games where arcana and psychic powers exist side by You rapidly dissipate heat from an area within 20 yards that
side, consider using the optional rules on p. 92 to make them you can see. If successful, you can reduce the category (and
more distinct from one another. For example, you may decide therefore damage) of a heat- or fire-based hazard by one level.
psychic powers use the Power Fatigue optional rule, while You can use dissipate heat repeatedly on successive rounds to
arcana use power points as usual. Think of where these abilities continue reducing a hazard’s category, eliminating it entirely
come from in your game to suggest how they may differ. For if reduced below Minor. At the GM’s discretion, dissipate
example, if arcana represent powers gained through study, and heat may also serve to address certain challenges, such as
psychic abilities represent inherited ability, you may require preventing a machine from overheating.
students of the arcana to use gestures and special words, while
psychic powers only require silent concentration.
Icy Blast