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Core Rules—Spells

Energy Trap

Description

You steel your mind to become a trap for energetic harm. When you cast this spell, make a spell check. For each MP you invest in this spell, you absorb 1 point of energetic damage from each source of harm, which you may release at a later time as bonus damage to your maleficence. The stored energy remains charged for the duration of the spell; each round, you must roll lower than your initial spell check to contain the energy; if you fail to unleash it before the spell ends or you fail your check, divide the damage equally among every eligible target in the area of effect, including yourself. You may cast this spell as a reaction once during the round, in addition to any other action you take. The spell lasts as long as you concentrate, but if you lose concentration the spell ends and the energy is likewise released.

Psionics
Mind

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