Protective Magic
Now that we've all seen what we can do with magic, what does the lowly player character
have available to protect himself from unscrupulous magicians intent on harming poor
innocent apprentices? The first issue is detecting the presence of such a casting in a
timely manner. All characters will have some magical sense about them be they completely
clueless as to its value or a ranking archmage. Any time a spell is cast at the party, the
GM will direct everyone to make a test against their Magic Proficiency.
Ward Self
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Fatigue: |
1 (+) |
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Range: |
n/a |
Area of Effect: |
self |
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Duration: |
momentary |
Difficulty: |
varies |
The castor, as the recipient of an unwanted spell, may ward himself by casting this
counter immediately. Choose the level of difficulty, roll that many d8. If the roll is
less than (or equal to) the castor's Magic Ability, the unwanted spell must be cast at a
level of difficulty equal to that required for the spell PLUS the number of die used to
Ward the spell off. If the Ward fails, the castor of the Ward must expend additional
fatigue to control his own spell, equal to the difficulty chosen.
Ward Area
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Fatigue: |
1 per die (+) |
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Range: |
n/a |
Area of Effect: |
std range |
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Duration: |
momentary |
Difficulty: |
varies |
As for the Ward Self spell (see above) except that all within the castor standard range
are protected. This counter costs one fatigue point per die. If the counter fails
additional fatigue equivalent to the difficulty of the test is lost maintaining control of
the etheric forces unleashed.
Dispel
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Fatigue: |
1 per die |
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Range: |
touch |
Area of Effect: |
a single spell |
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Duration: |
standard |
Difficulty: |
varies |
The unweaving of another's casting is a difficult and time-consuming task with many
caveats and modifiers based on what is being unwoven. A simple paragraph will not do to
explain the mechanics involved.
Circle of Protection
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Fatigue: |
varies |
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Range: |
self |
Area of Effect: |
[Magic] ft. diameter |
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Duration: |
standard |
Difficulty: |
varies |
The first spell skill the initiate learns, it is created when the castor wishes added
protection from magical influences outside his control. This protective etheric shell must
be destroyed to be crossed by magical beings, providing physical protection from
conjurations and summonings not otherwise available. Many layers of protection are
possible and therefor no simple explanation is practical.
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