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New/Revised Spells
Spell Descriptions
Channeling
PP Cost: 4 Range: Touch Duration: 2 rounds/rank Spell Type: Utility (Attack) RR: -- (Will) Spheres: Mage When touching a willing Studied target the caster may channel 1 PP/rank in the Channeling spell to the target. This spell does not allow any person to contain more than their normal maximum PP.
* Mental contact is required to utilize the Channeling spell over any distance greater than touch.
** Reverse channeling allows the caster to draw PP from their target. Reverse Channeling is not commonly taught and even the possibility of such is considered mere rumor by those few who have heard of it. To use these scaling options a caster must have learned the Reverse Channeling talent (a 10 DP talent - but finding a teacher is by far the hardest part of learning it). Blood contact requires the caster to be touching a new wound on their target and therefore may not be used with any scaling option that increases the distance. When used against an unwilling target this spell becomes an Attack spell resisted with a Will RR maneuver.
Shielding
PP Cost: 3 Range: Self Duration: 10 min/rank (or one round if scaled) Spell Type: Utility RR: -- Spheres: Mage The Shielding spell in its base form provides the mage with a ‘shield’ that merely keeps the mage comfortable. This basic shield protects the mage from normal tiny insects and other such petty irritants, keeps the mage and their clothing dry, and protects the mage from normal extremes of temperature (30º to 100º F ± 1º per rank in Shielding spell). The Shielding spell involves strengthen one’s personal power ‘envelope’ – that is the barrier that holds one’s personal mana. The mage may freely control the manner in which the shield manifests (such as color and other visual aspects). The spell may range from transparent to opaque although unless the spell is scaled making the Shielding opaque prevents anyone within the Shielding seeing what is outside the shield as well as those outside seeing what is within the shield. Knowledgeable mages may improve and expand the protection of the Shielding beyond their own bodies. Expanding one’s power envelope in this manner allows a mage to extend the rather significant protection afforded by the Shielding spell to allies but it also increases the mage’s vulnerability. Anyone within the Shielding spell’s radius make their attacks with no reduction due to the Shielding spell’s DB/RR bonus, and all spells cast upon/at the shielding mage are considered to be at a range of ‘touch’ and gain a +35 on their casting roll. Any person who wishes to cross into an expanded shield must make a successful unarmed “attack” using their Attunement skill bonus as their “attack” skill v. the Shielding spell’s DB. If the attack roll exceeds the DB of the Shielding they may pass into the shielded area. Anyone within the Shielding spells radius may attack anyone else within the Shielding with no reduction due to the Shielding spell’s DB/RR bonus and all spells cast upon/at the shielding mage are considered touch spells and gain a +35 on their casting roll. Once the Shielding has been cast no further casting rolls need to be made unless the mage chooses to expand the radius of the shielding. Any changes to the current configuration of the shield (except to end the spell) require the mage to concentrate just as if they had cast an instantaneous spell and therefore prevent the mage casting any other instantaneous spell in that round. In its base form the Shielding lasts 10 minutes per rank but may freely be extended by expending 3 more PP before the Shielding spell ends. If the spell is scaled in any way the mage must pay the total power point cost for the spell each round. While the spell is active the mage may continue to feed power points to the Shielding as they wish to maintain the spell. (I.e., assuming 6 ranks in Shielding - at the end of the first hour of the spell the mage may expend another 3 power points to maintain the Shielding for another hour without having to make another casting roll. If the spell has been scaled the mage must expend PP equal to the cost of the spell each round to maintain the Shielding.) If the mage concentrates on defending with the Shielding they (and anyone protected by the Shielding) gain +20 to DB and RRs made to resist spells. If the mage does anything other than defending or moving they lose this bonus. If they move this bonus is decreased by 1 per foot moved to a minimum of zero.
* The protection from the Shielding spell may not exceed the caster’s total skill bonus to cast this spell.
** Caster must make another casting roll when increasing the radius of this spell. The spell ends on a failed roll. ***As determined by the caster the Shielding is opaque when viewed from one side and transparent when viewed from the other. Note: In Whent the Shielding spell was one of the first ‘proprietary’ spells developed by the guild and indeed was one of the foundations of the guild’s power. Although much more expensive (in terms of power point cost) than most other protective spells the versatility of the spell and the tendency for the guild mages to act cooperatively made this spell a staple. Comments and suggestions are solicited and appreciated. Please send them to me at: aranmull@nycap.rr.com.
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