Mage Secrets

Debilitating Spell

When you use a spell that successfully deals damage to the target, you can spend a Hero Point to move the target -1 step along the condition track (in addition to any movement along the condition track imposed by the power normally) provided your Magery check equals or exceeds the target’s damage threshold.

Devastating Spell

When using a Spell that deals damage, you can spend a Hero Point to increase the power’s damage dice by 50%.

Distant Spell

When using a Spell that has a range expressed numerically, you can spend a Hero Point to multiply the range by 10.  This Secret does not remove line of sight requirements.

Enlarged Spell

When you use a spell that affects targets within an area (such as a radius or a cone), you can spend a Hero Point to double the distance that the effect extends from your square (for example, a 6-square cone can be made into a 12-square cone).

Extend Spell

When using a Spell that allows you to maintain your concentration (such as Grip), you can spend a Hero Point to sustain the power as a swift action instead of a standard action for a number of rounds equal to your Wisdom modifier.

Linked Spell

You can spend a Hero Point to link a Spell to the Spell you use in the current round so that it goes off in the following round.  You must choose two Spells – one for the current round and one for the next round.  Both selected Spells cannot be altered in any way, such as through Mage Techniques, Mage Secrets, or the use of Hero Points.  However, the second Spell goes off in the following round as a free action at the start of your turn.

Mentor

Whenever you activate a Spell , you can spend a Hero Point to add one use of that power to the Spell Suite of one ally within 12 squares of you and in your line of sight.  Once used, the spell cannot be regained by any means, and if the spell is not used by the end of the ally’s next turn, it is lost.

Multitarget Spell

When using a Spell that affects a single target, you can spend a Hero Point to affect one additional target.

Quicken Spell

When using a Spell that requires a standard action or move action to activate, you can spend a Hero Point to activate the power as a swift action instead.

Shaped Spell

When using a Spell with a cone area effect, such as Slam, you can spend a Hero Point to instead affect a line 1 square wide and (5 x cone’s length) squares long.

Unconditional Spell

When you activate a Spell that targets only you, you ignore all condition track penalties to your Magery check to activate that Spell.

Epic Space Adventures Abound!