Mage Techniques

Cure Disease

When you use the Vital Transfer spell, if your Magery check equals or exceeds the Treat Injury DC of a disease currently ailing the target, you can spend a Hero Point to cure that disease.

Detoxify Poison

You can use the Vital Transfer spell to treat a poison affecting the target.  Instead of the normal effect of the vital transfer spell, you can compare the result of your Magery check to the poison’s DC.  If you equal or exceed the poison’s DC, you detoxify the poison as per the use of the Treat Injury skill.

Drain-Resistant Overflow

Reduce the penalty on Magery checks from Overflow to -10 instead of -15.

Extended Blind

The base range for your Blind spell increases to 18 squares (instead of 12 squares).

Extended Disarm

The base range for your Disarm spell increases to 18 squares (instead of 12 squares).

Extended Destruction

The base range for your Destruction spell increases to 12 (instead of 6).

Extended Grip

The base range for your Grip spell increases to 18 squares (instead of 12 squares).

Extended Move Object

The base range for your Move Object spell increases to 18 squares (instead of 12 squares).

Extended Thrust

The base range for your Thrust spell increases to 18 squares (instead of 12 squares).

Hero Point Recovery

At the end of an encounter, you automatically recover 1 Hero Point spent during the encounter that was used to enhance a spell, a Magery check, or to use a talent from any Magic talent tree.

Improved Ballistakinesis

When you use ballistakinesis, you may spend a Hero Point to target a 3×3 area instead of a 2×2 area.

Improved Cloak

You can maintain your Cloak spell as a move action instead of a standard action.

Improved Crucitorn

If you use crucitorn and the attack or effect still deals more damage than your damage threshold, you do not expend this use of the power, and it remains in your Spell suite.

Improved Cryokinesis

You can use cryokinesis on occupied vehicles within range; however, the vehicle only moves down the condition track if your Magery check also exceeds the vehicle’s Fortitude Defense.

Improved Destruction

You may spend a Hero Point to target a 2-square-by-2-square area with this power. Compare one Magery check to all effected target’s Reflex Defenses.

Improved Disarm

When you use the disarm spell, you can change the time it takes to activate it to a full-round action; if you do so, your opponent does not gain the normal +10 bonus to Reflex Defense normally associated with disarming.

Improved Energy Resistance

When you activate energy resistance, you can choose to have it affect one of your allies within 6 squares instead of you.

Improved Fold Space

Whenever you use Fold Space, you can spend a Hero Point to move the object anywhere within line of sight.

Improved Grip

When you use the grip spell, you can spend a Hero Point as a free action to maintain the grip for 1 additional round without the need to concentrate.  However, after this additional round you may not resume concentrating on the spell.

Improved Ionize

When you use the Ionize spell, you can instead spend a Hero Point to have the target take full ion damage (instead of halving the iron damage after comparing it to the target’s damage threshold, as normal).

Improved Levitate

If you are moved into a pit or off another elevated surface involuntarily, such as by being the target of a Thrust or Bull Rush, you can spend a Force Point to activate this spell as a reaction.  If you do so, you end your forced movement in the last square before the edge of the precipice.

Improved Lightning

When you use the lightning spell and change the time it takes to activate it to a full-round action, your target must make a Strength check.  If your Magery check result beats the target’s Strength check, you push it back 1 square plus 1 additional square for every 5 points by which you exceed the target’s check result.  If you push the target into a larger object, the target takes 1d6 points of damage.
The target adds its base attack bonus and size modifier to its Strength check: Colossal,+20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.  In addition, it gets a +5 stability bonus if it has more than two legs or is otherwise exceptionally stable.

Improved Lightning Burst

When you use the lightning burst spell, also compare the result of your Magery check to each target’s Fortitude Defense.  If your check result equals or exceeds both a target’s Reflex Defense and its Fortitude Defense, you push the target 1 square away from you and knock the target prone.  This movement does not provoke attacks of opportunity.

Improved Move Light Object

You may make a Magery check to move a light object as a swift action instead of a move action.  Using the light object as a projectile weapon requires a move action (instead of a standard action).

Improved Overflow

Add 2 dice of damage to the effects of Overflow.

Improved Phase

When you use the Phase spell, you can end a single move action inside an occupied space, but you must still end your turn in a legal, unoccupied square.

Improved Plant Surge

You can spend a Hero Point to have plant surge target all enemies in 5×5 square area; at least one square must be within the spell’s range.

Improved Rebuke Magic

When an ally within 12 squares and within line of sight of you is the target of a spell, you can use the rebuke magic spell as though you were the target of that spell instead.

Improved Rend

The range of your Rend spell increases to 12 squares.  When using this power on an object or character or creature, you can ignore the object’s or creature’s damage reduction.

Improved Repulse

When you use the repulse spell, you can change the time it takes to activate it to a full-round action in order to target all creatures in a 2-square-radius burst that originates from your square.  You can spend a Hero Point to increase the area to a 4-square-radius burst that originates from your square.

Improved Resist Magic

When you activate Resist Magic, you can choose to have it affect one of your allies within 6 squares instead of you.

Improved Shield

When you use the Shield spell, you can spend a Hero Point to expand the radius of the Shield so that it protects you and all allies adjacent to you.

Improved Slam

When you use the Slam spell, you can change the time it takes to activate to a full-round action in order to target all targets within a 2-square radius originating in your square.  You can spend a Hero Point to increase the area to a 4-square-radius burst that originates from your square.

Improved Stagger

When you use the stagger spell, you may spend a Hero Point to push your target 2 squares away from you, instead of just 1 square.

Improved Strike Boost

When your target takes fire damage from strike boost, the fire attacks the target’s Fortitude Defense using your base attack bonus instead of the normal +5 bonus.

Improved Surge

Whenever you use the surge spell, all numerical values for Jump checks and speed increases are doubled. For example, with a Magery DC 20 check, you gain a +60 Force bonus on Jump checks, and your speed increases by 12 squares.

Improved Thrust

When you use the thrust spell, you can change the time it takes to activate it to a full-round action and spend a Hero Point in order to target all creatures in a 6-square cone that originates from your square.

Improved Vital Transfer

You can use the Vital Transfer spell against a target within 6 squares  and line of sight.

Lethal Destruction

Your Destruction spell now also applies the effects of a Mild Radiation to targets that take damage from it. At level 12 this increases to Moderate Radiation, Severe Radiation at level 16, and Extreme Radiation at level 20.

Spell Mastery

Choose a single Spell.  You may take 10 on Magery checks to activate this Spell even when distracted or threatened.
You may select this Mage Technique multiple times; each time you select this Mage Technique, it applies to a different spell.

Epic Space Adventures Abound!