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Legends - Magic
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===STASIS=== '''Spellcasting Skill:''' High Wizardry '''Prime Attribute:''' Willpower '''Casting Spells:''' Stasis Wizards are able to use forces of Order and the Unchanging to command people and things to be still. This involves considerable concentration and will, during the casting of these spells the Wizard will often remain entirely still himself. '''Initiate:''' An Initiate of Stasis can draw upon inner stillness to protect himself from mental command and magical influence. Even if an opposing Mage is much more powerful than him, the Initiate can choose to remain unmoved. He can also shield others in this way, though in this case his power must at least equal that of the opposing spellcaster. '''Adept:''' An Adept can slow things down, but not yet still them. Slowed opponents suffer a penalty to dice pools equal to successes rolled for the duration of the scene, for any tasks that require quick thought or movement. '''Master:''' A Master can freeze moving things in place for a short while (duration equals successes in rounds). Once his spells expire the targets continue at the same pace as before. Note that this is a magical stillness in time, rather than a physical lack of motion: for example a candle flame frozen will stop be stopped mid flicker, but is still hot to touch and will not burn out. '''Archmage:''' An Archmage can inflict stillness or slowness that lasts much longer (duration in days instead of rounds). Small things which do not resist much (e.g. a falling leaf, or a buzzing fly) can be frozen perpetually.
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