Power Actions

Provincial Shield
Provides a magical barrier to the province, preventing any spells to be cast on the province from an outsider (a player not outside your faction). The power of the spell is based on the power of the caster. Any caster that casts a spell on this province must be at a level higher than the level of the shield. For example, if a level 15 character places a Province Shield it will prevent any other character of level 15 or lower from casting any other spell on the province.

The caster must be in the target province when using this power.

Character Shield
Similar to the Provincial Shield, this spell protects the target character from spells cast by an outsider. The power of the spell is based on the power of the caster. Any character that casts a spell on the target character must be at a higher level than the level of the shield. For example, if a level 15 character places a Character Shield it will prevent any other character of level 15 or lower from casting any other spell on that character.

The caster must be in the same province as the target character when using this power.

Remove Provincial Shield
Removes a Provincial Shield from the target province. In order for this spell to work, the caster must be a higher level than the level of the existing provincial shield.

This power has a base range of 12 plus the caster's heroic level.

Remove Character Shield
Removes a Character Shield from the target character. In order for this spell to work, the caster must be a higher level than the level of the existing character shield.

This power has a base range of 12 plus the caster's heroic level.

Scry Province
Provides an overview of the province, its resources, local caches, stack inventories, etc. It also provides an overview of all agents, characters and military units in the province. It does not provide a view of the character's inventories.

This power has a base range of 12 plus the caster's heroic level.

Scry Characters
Provides a detailed view of all agents and characters (and their inventories) in the province. The caster's level must exceed the level of the highest level agent or character present in the province.

This power has a base range of 8 plus the caster's heroic level.

Scry Military
Provides a detailed view of all military units in the province. The caster's level must exceed the effective level of the military units in the province.

This power has a base range of 8 plus the caster's heroic level.

Scry Cache
Provides a detailed view of all items found in the scried provinces.

This power has a range of 0, with a base burst radius of 3 plus the caster's heroic level.

Murder of Crows
Provides an overview of all agents, characters and military units in a straight line between the caster and the destination province.

The power has a base range of 8 plus the caster's heroic level.

Thieving
All thieving attempts carry a certain amount of risk. The chance for success maxes out a 95%. The chance for failure maxes out at 5%. This means that there is always at least a 5% chance of success or failure on any attempt. In addition to the chance of failure, there is also a chance of being captured. The chance of being captured is inversely proportional to the chance of success. However, where the chance of success has been capped in either the positive or the negative, the chance of capture is not capped. If you are attempting to steal something on a hope and a prayer, you can expect that you will definitely be captured should you fail.

Whenever a player orders an agent or a character to perform a thieving action, they can set their acceptable risk level. If the risk level exceeds this threshold, the attempt is abandoned and the character's action is used up.

Note: calculation for a province's guard rating has yet to be determined.

Steal Cache Item
Attempts to steal an item from the province. The chance of success is 50% plus or minus 5% based on the difference between the thief's level and the province's guard rating.

This power has a range of 8 plus the thief's heroic level.

Steal Character's Item
Attempts to steal an item in the possessions of a character. The chance of success is 50% plus or minus 5% based on the difference between the thief's level and the character's level.

This power has a range of 8 plus the thief's heroic level.

Steal Character's Equipped Item
Attempts to steal an item that the target character currently has equipped. The chance of success is 25% plus or minus 5% based on the difference between the thief's level and the character's level.

This power has a range of 8 plus the thief's heroic level.

Sabotage
All sabotage attempts carry a certain amount of risk. The chance for success maxes out a 95%. The chance for failure maxes out at 5%. This means that there is always at least a 5% chance of success or failure on any attempt. In addition to the chance of failure, there is also a chance of being captured. The chance of being captured is inversely proportional to the chance of success. However, where the chance of success has been capped in either the positive or the negative, the chance of capture is not capped. If you are attempting to sabotage something on a hope and a prayer, you can expect that you will definitely be captured should you fail.

Whenever a player orders an agent or a character to perform a sabotage action, they can set their acceptable risk level. If the risk level exceeds this threshold, the attempt is abandoned and the character's action is used up.

Destroy Food
The saboteur attempts to destroy the food in the target province. The chance of success is 50% plus or minus 5% for every point of difference between the saboteur's level and the province's guard level. The amount of food destroyed is based on the level of success of the saboteur. The saboteur destroys 5% of the food plus an additional 5% for each point above the minimum required roll.

For example - a level 17 saboteur attempts to destroy food in a province that has a guard rating of 19. The chance of success is 50% + ((17-19)*5%) = 40%. Therefor, using a D20, the saboteur must roll a 12 or better to succeed. The saboteur rolls a 15 and succeeds! He will destroy 5% plus ((15-12)*5%) = 20% of the food in the province.

This power has a range of 3 plus the saboteur's heroic level.

Destroy Fortifications
The saboteur attempts to lower the wall rating of the target province. The chance of success is 50% plus or minus 5% for every point of difference between the saboteur's level and the province's guard level. The amount of walls destroyed is based on the level of success of the saboteur. The saboteur destroys 1 level of walls plus an additional 1 level of wall for every three points above the minimum required roll.