Hex Malfunction
Requirements
Ability Prerequisite: Lore (Dark Magic) 85; Hex Magic (Epic Tier)
Fatigue Point Cost: 30 per use
Merit Point Cost: 750
Action Type: Full Action
Once per day per Willpower modifier the user is able to cause all tech or magic to malfunction and possible cease to function for some time. The user can effect a 10' radius successes of the the user's Lore (Dark Magic) check around them. All those in the area must make a Charisma check at a TS of 8. Those that fail have their tech abruptly stop working (this includes larger tech items if they are in the area of effect) or have their ability to cast magic, call on the divine or use jinhu interrupted (not being able to access the weave, powers or inner power) for 2d10 turns. Targets are granted a new Charisma check to shake off this hex each turn.