College of Naming IncantationsDraft Version 2.01 |
The College of Naming Incantations is concerned with the
essential truths and underlying realities that make up the world
and the knowledge of auras and true names. Adepts of this College
are commonly called Namers. Naming Incantations is one of the two
oldest Colleges and just as the Entities branch of magic grew out
of Rune Magics so do the Colleges of the Thaumaturgies branch
have their roots in Naming.
The College holds that magic is a form of deception, a
manipulation of reality, often temporary in nature, whereby Mages
use mana to impose their will on the world. The College's
abilities include divining the true nature of things and
enforcing their truths by protecting against and preventing
magic.
Living beings express their true nature and intrinsic essence in
their auras and names, and Namers study these in order to
understand, protect, restore, and gain control over them. Many
Namers also learn the healing arts, and perhaps this is linked to
a desire to restore beings to their true state.
It is said that in the ancient days Namers were capable of
commanding the sea, the wind, and the rocks by their names -- but
if this is true then that that knowledge has been lost. Namers
still learn the names of the plants that grow in the earth, but
they can influence them little.
Given its abilities in neutralising magic, and the low Magical
Aptitude requirement, the College attracts considerable interest
from individuals engaged in the arts of war, with many Adepts
using it as a means to protect themselves against other Mages,
while they operate in a more physical manner.
Traditional Colours: Astrologically magic is of all
colours, and no particular colour has a strong association with
the College.
Traditional Symbols: Members of this College sometimes
wear small symbols made of iron, (insufficient to cause them any
inconvenience), symbolising their ability to neutralise magic.
Circles or spheres are very common, harkening perhaps to circles
of protection.
Magical Aptitude: The MA requirement for this College is
1.
Adepts of the College of Naming Incantations may practise their arts without restriction. Some abilities may require that the Namer know a particular Generic or Individual True Name, or have learned a particular Counterspell.
Language
Namers familiarity with ancient languages allows them to Rank
Languages at half normal experience cost to Rank 5. This discount
only applies to ancient languages, and only in their spoken form.
(NB: This will be changed in line with the
revised language skill).
Ranking Names
Unlike the Adepts of other Colleges, Namers may gain Rank with
True Names:
Modifications
The following numbers are added to the Base Chance of performing
any talent, spell or ritual of the College of Naming
Incantations:
Never before encountered target's generic type | -15% |
Has not learned target's Generic True Name | -10% |
Each Rank achieved with target's GTN | +1% |
Each Rank achieved with target's ITN | +2% |
All modifiers are cumulative.
In addition, each Rank achieved with the target's ITN reduces the target's Magic Resistance by 1%
Detect Aura (T1)
Experience Multiple: 75
Base Chance: 2 x PC (+5/Rank)
Resist: May only be actively resisted
Target: Entity, Object, Area, Volume
Effects: The Base Chance is reduced by 1% for every foot
after the first five from the Adept. See the Detect Aura Talent
(xxx) for the results of this talent. In addition to other
information gained, the Namer also receives the target's Generic
True Name, if any.
Expel Magic (T2)
Experience Multiple: 75
Resist: May only be passively resisted
Target: Object, Area, Volume
Effects: This talent allows the Namer to dissipate the
magic stored in a Ward, Magical Trap, Potion, or Invested Item.
In order to use this talent, the Namer must know the exact name
of the spell that is stored in target, what College the spell is
a part of, and whether the spell is General or Special Knowledge.
The Namer must then cast the appropriate Counterspell on the
target with the specific intent of dissipating the stored magic.
The chance of the magic be destroyed is 50% [(+3/Rank with this
Talent) (-3/Rank)] of the target magic. If successful all of the
magic of the same type stored within the target is destroyed. The
appropriate Counterspell is the one that affects the magic stored
not the storing magic. For example, a Ward of Enchanted Sleep
would require the use of an E&E General Knowledge
Counterspell.
Rapid Cast (T3)
Experience Multiple: 75
Effects: Namers may cast any Counterspell that they know
without preparing it first. The Base Chance of the Counterspell
is modified by -20% (+1/Rank with this Talent).
The entire general spell knowledge of the Namer college
consists of the ability to cast Counterspells. A Namer may cast a
Counterspell against any College of magic with which they are
familiar. The Namer is able to cast these Counterspells at Rank
0.
If a Namer encounters Colleged magic of a form with which they
are not familiar they may familiarize themselves with the
College's arcane underpinnings by one of the following methods:
Once they have done this they will be able to cast Rank 0
Counterspells against that college.
The commonly encountered Colleges will be taught to a Namer
during their apprenticeship, and beginning Namers will have the
ability to cast all of the Counterspells of the standard Colleges
at Rank 0. Counterspells at Rank 0 do not count towards the
Namers MA limit for spells and rituals.
Namers may gain Rank with Counterspells. They rank all
Counterspells as General knowledge spells of the Namer College.
Once a Namer begins to rank a Counterspell it will count towards
the Namers MA limit for spells and rituals as normal.
The use of Counterspells is described
in Appendix 3.
Dissipation (Q1)
Target: Entity, Object, Area, Volume
Cast Time: 1+ hours, maximum 10.
Actions: Concentration
Concentration Check: Standard
Effects: By engaging in Ritual Spell Preparation a Namer
may use a Counterspell to dissipate the effects of a spell. The
Namer must perform at least one hour of Ritual Spell Preparation
at the end of which they must cast the appropriate Counterspell.
In order to perform this ritual, the Namer must know the exact
name of the spell that was cast over the target, what College the
spell is a part of, and whether the spell is General or Special
Knowledge. Only spells (not rituals) may be dissipated using this
technique. It is not possible to achieve Rank with this ability
since it is not an independent ritual, but rather a specialized
use of Ritual Spell Preparation.
Bane (S-1)
Range: 10 feet (+10/Rank)
Duration: 30 seconds (+5/Rank)
EM: 300
Base Chance: 10%
Resist: Active, Passive
Storage: Investment, Ward, Magical Trap
Target: Area
Effects: This spell strengthens reality and distorts the mana in
an area 15 feet in diameter (+10/5 Ranks) such that no entity
within the area is able to draw mana for spells or rituals, or
even access the minute amounts required for talents. The spell
has no affect on the stored magics (such as invested items) nor
on shaped items.
Banishment (S-2)
Range: Self
Duration: 10 seconds (+10/Rank)
Experience Multiple: 200
Base Chance: 20%
Resist: No
Storage: Potion
Target: Self
Effects: Through use of this spell, a Namer may banish a
summoned being back to its own plane. While the banishment spell
is in effect, the appropriate Counterspell cast at a summoned
entity by the Namer will cause the entity to return to its own
plane, unless it resists. The Counterspell must match the type of
spell or ritual used in the summoning of the creature. In general
the spells/rituals affected are the elemental summonings (Summon
Fire Elemental, etc.), all Greater Summonings, Dark/Light Sphere
conjuration and Fire college Efreeti and Salamander summoning.
The Summon Patron ability of Agents is not classified as a
summoning spell. The base chance of the banishment is that of the
Counterspell employed (including modifiers for generic and
individual names). The being to be banished may actively and
passively resist the banishment.
Compel Obedience (S-3)
Range: 5 feet (+5/Rank)
Duration: Concentration: max. 10 minutes (+10/Rank)
Experience Multiple: 400
Base Chance: 20%
Resist: Active, Passive
Target: Entity
Storage: None
Effects: The Adept may cast this spell over 1 (+1/4
Ranks) targets whose Generic True names are known. Those targets
who fail to resist may be commanded by the Adept to perform
actions that are both within their physical capabilities and in
their true natures. Commands are given in the Namer language and
will be understood by all entities. Commands must be short and
simple, such as: "Stop!", "Wait here",
"Follow me". Entities can only be compelled to perform
actions that they might perform naturally. For example, brigands
who felt they were loosing a combat might be compelled to
"Flee!", while those who felt they were winning would
heed no such compulsion but could perhaps be directed to a
different target, provided that target was one they might
naturally attack. If the spell is cast at targets with different
GTNs the Namer must use the lowest applicable base chance
modifier.
If the Adept chooses to pronounce a target's Individual True Name
as part of the spell then only one entity may be affected but the
Namer is vested with much greater control over that entity. The
use of an Individual True name provides the Namer with the
ability to manipulate that entity's nature, and hence affect its
behaviour. If an Individual True name is used the target may not
resist any order once it has failed to initially resist the
spell. Actions that are obviously suicidal or truly against the
entity's nature may engender a Willpower check (1x WP). This is
however a most powerful form of control, and only truly suicidal
or very repugnant acts (for example killing ones child or loved
one) will engender a Willpower check.
Disjunction (S-4)
Range: 10 feet (+10/Rank)
Duration: 1 minute (+1/Rank)
Experience Multiple: 300
Base Chance: 30%
Resist: Passive
Storage: Investment, Ward, Magical Trap
Target: Object
Effects: This spell prevents stored magics within an
object from coming into effect. Magics that are affected by this
spell include Wards, Invested items, Potions, Magical Traps, and
permanent magics that need to be triggered. If a potion under the
effects of a Disjunction is consumed, the potion will take effect
after the spell effect ceases, provided it is still inside an
entity. Other items will simply be unable to be triggered, and no
charges will be lost.
Dispel Magic (S-5)
Range: Self
Duration: 5 seconds (+5/4 Ranks)
Experience Multiple: 400
Base Chance: 5%
Resist: No
Storage: Potion
Target: Self
Effects: While the Dispel Magic is in effect, the
appropriate Counterspell cast at a target may dissipate magic.
The Counterspell must match the type of spell to be dissipated.
The base chance of the dissipation being successful is that of
the Counterspell employed, including modifiers for names,
(-3/Rank of the target magic). In order to perform this Dispel,
the Adept must know the exact name of the spell that they wish to
remove, what College the spell is a part of, and whether the
spell is General or Special Knowledge The target covered by the
affected magic may passively resist the Dispel. This spell cannot
remove the effects of rituals, or remove curses.
Forbidding (S-6)
Range: 10 feet (+10/Rank)
Duration: 10 minutes (+10/Rank)
Experience Multiple: 250
Base Chance: 30%
Resist: Passive
Storage: Investment, Ward, Magical Trap
Target: Area
Effects: Creates a thin barrier, either 10 feet high and
20 feet long as a wall, or 10 feet high and 5 feet in radius as a
ring. The Adept may increase any dimension by 1 foot per Rank.
This barrier obeys all of the usual rules for insubstantial
walls. A single Generic or Individual true name is crafted into
the forbidding, and to those whose names are contained therein
the barrier appears bluish and crackling with magical energy. If
those named fail to resist upon initial contact then the
forbidding is completely solid to them and they are unable to
pass it. If they resist, the barrier is insubstantial, and to
those not named it is invisible and completely insubstantial. If
seen by means of Witchsight or similar, the forbidding appears as
it does to those whose name it holds. If an Individual True name
is placed in the forbidding that entity must resist each contact
with the barrier -- even if they are able to pass through it --
or suffer [D-4] +1/Rank damage.
Mana Sense (S-7)
Range: Self
Duration: 1 minute (+1/Rank)
Experience Multiple: 200
Base Chance: 20%
Resist: No
Storage: Potion
Target: Self
Effects: This spell allows the adept to
"sense" the mana flows within 10 feet (+10/Rank). If a
spell is cast or magic triggered within range, the Adept will see
it flying off towards its target. Similarly, if the target of any
spell is within range, the Adept will see the magic impact on
them. If the Adept choose to Actively Concentrate with this spell
in effect, they will be able to see Adepts drawing mana, and be
able to see if a target resists a spell or not. While
concentrating the Adept will have a (2 x PC) chance of being able
to distinguish the College of the magic they can see and whether
the spell is low, medium, high or very high in rank.
Scry Shield (S-8)
Range: 10 feet (+5/Rank)
Duration: 10 minutes (+10/Rank) or Special
Experience Multiple: 300
Base Chance: 20%
Resist: No
Storage: Investment, Ward, Magical Trap
Target: Volume
Effects: This spell protects an area from scrying by
Wizard Eyes, Crystals and Waters of Vision, and similar
divinatory magics of a Rank equal to or lower than the rank of
the Scry Shield. It does not prevent normal vision, infravision,
Witchsight and similar spells. A Scry Shield is a shell over the
protected volume, so once the area is penetrated by mundane
means, e.g. by flying or by foot, spells cast inside the
protected volume work normally. At Rank 20 this spell alarms the
Adept that an attempt to divine within the volume by magical
means has taken place, provided that the Adept is within the
volume at the time. This spell may be cast as a ritual if the
Adept so choose. In this form casting takes 10 hours and the
duration is increased to 4 weeks (+1/Rank).
Spell Barrier (S-9)
Range: 10 feet (+5/Rank)
Duration: 1 minute (+1/Rank)
Experience Multiple: 300
Base Chance: 30%
Resist: No
Storage: Investment, Ward, Magical Trap
Target: Volume
Effects: The Adept creates a thin, incorporeal wall
which blocks the passage of magic. The barrier is either 10 feet
high and 20 feet long as a wall, or 10 feet high and 5 feet in
radius as a ring. The Adept may increase any dimension -- other
than thickness -- by 1 foot per Rank. This barrier obeys all of
the usual rules for insubstantial walls. Any magic cast in such a
way that a direct line drawn from the caster to their target
passes through the wall (from either side) has a 40% [(+3/Rank
with this spell) (-3/Rank of the target magic)] chance of having
its energies dissipated.
True Mind (S-10)
Range: 10 feet (+5/Rank)
Duration: 1 minute (+1/Rank)
Experience Multiple: 200
Base Chance: 30%
Resist: No
Storage: Investment, Ward, Magical Trap, Potion
Target: Entity
Effects: For the duration of the True Mind spell the
target entity will be freed from the effects of any charm,
compulsion, compelling or other form of mind control magic be it
from spell, ritual, or magical device. It will not prevent an
entity from failing to resist such magic while the True Mind is
working, but the controlling magic will have no effect until the
True Mind expires.
True Seeing (S-11)
Range: 10 feet (+5/Rank)
Duration: 1 minute (+1/Rank)
Experience Multiple: 300
Base Chance: 25%
Resist: No
Storage: Investment, Ward, Magical Trap
Target: Area
Effects: Within the area of the spell all magically
altered things will appear as they as they truly are. Invisible
or insubstantial things will become visible, illusions are
obvious and almost transparent, and magically rearranged, cursed
or transformed entities and objects become highly conspicuous.
Divination (R-1)
Range: 5 feet (+1/Rank)
Duration: Immediate
Experience Multiple: 250
Base Chance: 40% (+10/Rank)
Cast Time: 1 hour or 3 hours
Resist: No
Target: Entity, Object, Area
Materials: None.
Actions: Concentration
Concentration Check: Standard
Effects: There is no possibility of backfire from this
ritual. The Namer may determine if an individual, object, or area
is currently, or has been recently, under the effects of a spell
by employing the Ritual of Magic Divination. The Base Chance is
reduced by 5% for each week (or fraction of a week) since the
spell was cast. Permanent magic (e.g. invested items still with
charges) or spells currently in effect carry no modifier. If the
ritual is successful, the nature of the spells (their exact name
and College) is revealed to the Namer. If the magic is of
non-college origin its general effects are revealed.
Example: Rolf the Barbarian has had three spells
on him 1, 2 and 3 weeks ago respectively, and Moniker the Namer
is rank 2 in the ritual, a cast of 50% would mean the 1 and 2
week ago spells would be revealed but not the spell of 3 weeks
ago. (However if the 3 week ago spell was a Lesser enchantment
which was still in effect it would be revealed).
If the Adept wishes to spend 3 hours casting this ritual then
they may perform an Ancient divination. The Base Chance of the
ritual is reduced to 40% (+2/Rank), but if successful the Namer
will learn the exact nature of all enchantments, magical
mechanisms, triggering conditions, curses, side-effects, etc.,
placed upon an entity or object even if they are of non-college
origin. If an object has an Individual True Name the Ancient
Divination will reveal its existence, though not the actual name.
Expulsion (R-2)
Range: 5 feet (+1/Rank)
Duration: Immediate
Experience Multiple: 300
Base Chance: 10% (+5/Rank)
Cast Time: 1 hour
Resist: Active, Passive
Target: Entity
Materials: None.
Actions: Concentration
Concentration Check: Standard
Effects: This Ritual will return one entity to its plane
of origin, regardless of how it got to the current plane. Upon
completion of the ritual, if the target fails to resist, they
will be immediately returned to the point from which they left
their plane of origin.
Interregnum (R-3)
Range: 10 feet
Duration: Special
Experience Multiple: 250
Base Chance: MA (+4/Rank)
Cast Time: 2 hours
Resist: Active, Passive
Target: Entity or Object
Materials: None
Actions: Concentration
Concentration Check: Standard
Effects: The targeted entity or object has all magical
effects upon them suspended, so that their durations will not
reduce, but the magic will have no effect. The duration of the
Interregnum may be chosen by the Adept at the time of casting,
from a minimum of 1 day to a maximum of:
Rank | Duration (maximum) |
---|---|
0-10 | 1 day (+2/Rank) |
11-13 | 1 month |
14-16 | 3 months |
17-19 | 1 year |
20 | Permanent |
Remove Curse (R-4)
Range: 5 feet
Duration: Immediate
Experience Multiple: 500
Base Chance: Special
Cast Time: 6 or 18 hours
Resist: May not be resisted
Target: Entity, Object, Area
Materials: None.
Actions: Inscribe symbols of power
Concentration Check: Standard
Effects: Namers have a greater ability to remove curses
than do the Adepts of other Colleges. Namers learn this form of
the Remove Curse ritual. Except where noted, this Remove Curse
ritual is identical to the standard version.
Minor Curse: The time to remove is 6 hours and the Base
Chance is (15 - MA of curse + 7 /Rank ).
Major Curse: The time to remove is 18 hours and the Base
Chance is [Adept's MA - MA of curse] (+3/Rank). In addition the
Adept must have a Magical Aptitude greater than or equal to that
of the curse. If the major curse is a Deathcurse, add only
(+2/Rank).
Sealing (R 5)
Range: 20 feet (+20/Rank)
Duration: 1 day (+1/Rank)
Experience Multiple: 300
Base Chance: 20% (+4/Rank)
Cast Time: 1 hour
Resist: No
Target: Area
Materials: None.
Actions: Chanting and inscribing symbols
Concentration Check: Standard
Effects: This Ritual seals an area against entities from
another plane. The ritual seals the area of effect against
entities from a single, specific, named plane. The name of the
plane must be known by the Adept. The name of the plane that the
Adept is currently occupying cannot be used. No entity whose
plane of origin has been sealed against can voluntarily enter the
sealed area. They will stop at the boundary and refuse to go any
further. Any entity taken into the area against their will (or
without their knowledge, e.g. unconscious) will attempt to leave
the area as quickly as possible. If an attempt is made to summon
an entity from the named plane into the area the summoning will
fail.
True Form (R-6)
Range: 5 feet
Duration: Immediate
Experience Multiple: 300
Base Chance: 20% (+3/Rank)
Cast Time: 3 hours
Resist: Active, Passive
Target: Entity, Object
Materials: None.
Actions: Concentration
Concentration Check: Standard
Effects: By means of this ritual the Adept may force a
target that has been magically altered, cursed, or rearranged
into a form other than their natural one to assume their true
form and nature. It will only work on targets whose form or
nature has been altered and will not remove effects that could
occur naturally. For example, the ritual would restore the form
of a human that had been cursed into the shape of a toad, and
would return to flesh a human turned to stone but would do
nothing to remove a curse of weeping sores or restore a lost
limb.
True Speaking (R-7)
Range: 10 feet
Duration: 30 minutes
Experience Multiple: 300
Base Chance: 40% (+3/Rank)
Cast Time: Special/1 hour
Resist: Yes
Target: Entity
Materials: None.
Actions: Asking questions
Concentration Check: Standard
Effects: By means of this ritual the Adept may attempt
to force an entity who is present to speak the truth. The Adept
must prepare for 30 minutes after which they may question the
entity for the remaining 30 minutes of the 1 hour ritual. The
effects of the ritual do not last beyond the hour. If the target
fails to resist they must attempt to answer each of the Adept's
questions truthfully, to the best of their knowledge. They need
not volunteer information. The GM rolls for the success of this
ritual and need not inform the Adept's player of the result.
Appendix 1: Auras
Appendix 2: True Names
Appendix 3: Counterspells
©Copyright 1999, Martin Dickson.
Auras |
In the DQ universe entities have an Aura. Those objects that
were once alive retain traces of their living auras. The strength
and composition of the Aura reflects the amount of life-force and
magic that the entity or object possesses and the other
properties that are intrinsically part of their being.
The base element of any Aura is strength. The strength of an Aura
is always revealed by any magic that detects or reads Auras. The
categories of strength are, from weakest to strongest:
The strongest Aura will be detected. Thus a human covered by
an illusion (without an Aura component) will still be detectable
as a Living Sentient.
The rest of an Aura consists of information intrinsic to the
possessor. This information will vary depending upon the Generic
type of the target, but will either affect the life-force of the
target, or be magical. Only effects that are still current or
continuos in nature will be detected. Information that may be
gained from a living being includes: its Generic True Name,
approximately how far it is through its life-span (juvenile,
mature, venerable), its general state of health (healthy, ill,
near-death), aptitude with a magical ability (low, medium, high,
very high) and to which College of magic (if any) it is attuned.
These last two facts are discernible because the skills that they
represent have an affect on the level and type of magic in the
entity's Aura. Relatively little information can be divined
regarding the non-magical learned abilities of an entity. It will
be possible to learn what is the being's most intrinsic skill or
ability, but lesser skills may not be sufficiently intrinsic so
as to have made an impression on the being's aura.
Magical auras will include information such as College, exact
name of a spell or other effect, level of magical ability (low,
medium, high, very high), approximate length of time that the
magic has been in effect (providing it is still present), and
approximately how much duration remains.
Detect Aura
(shorter write up -- to follow)
©Copyright 1999, Martin Dickson.
True Names |
All living things in the DragonQuest world have a Generic True
Name. This name is present in their aura. Formerly living things
retain traces of their aura and the name that they had when
alive. All True Names are in an ancient language, believed by
some to be the language that the gods used when they made the
world, and by others to be the original language of the first
mortal race, the Dragons. A translation of these names into the
common tongue yields such terms as human, elf, tiger, oak, bee,
rattlesnake, and rose.
A Generic True name identifies the entity or object as being of a
distinct type. Very similar things with much the same form and
function, will probably have the same Generic name. For example,
many small, harmless, plains-dwelling snakes will have the
Generic True name "Grass Snake" even if they look
somewhat different. A venomous variety of similar nature will
have a different Generic True name.
Generic True Names may be learnt:
All sentient entities (player character races, dragons,
mer-people, naga, etc.) have an Individual True Name. This
becomes known to them upon reaching maturity. All sane sentient
entities will know their own Individual True Name and no force --
physical or magical -- can coerce the entity to reveal it. They
may choose to reveal it, however. An entity will be called by a
given (or use) name, often given to then by parents or peers. The
entity will know their Individual True Name in their native
tongue and a Namer would have to spend time translating the
Individual Name into the Namer language before it could be used.
Entities will protect their True Name vigorously as this
knowledge can be used both defensively and offensively. Indeed,
the very mention of an entity's True Name would strike great fear
into their heart.
Player characters and even members of the College of Naming
Incantations will know only their own Individual True Name upon
completing their education. All other Individual True Names must
be acquired and learnt before they can be used.
Four methods exist for acquiring an entity's True Name:
The aura of the entity contains both the Generic and Individual True Names, and so the training of the College of Namers concentrates greatly on the study and interpretation of auras, from all living beings and formerly-living objects. Whilst other Colleges use the Detect Aura spell/talent, only the Namer is trained to make maximum use of the information gained from perceiving auras. The Generic Name is instantly identified when a Namer perceives an aura, although this Name must still be studied and Ranked to be of use. The information is coded into the aura in a form that Namers are trained to recognise, but other Colleges, through use of the same Detect Aura spell / talent, would need to inquire specifically to receive the same information.
The Individual True Name is also coded into the aura, but is so complex and varied that they cannot be deciphered and used by even a Namer. If the Namer is given the Entity's True Name, then it is possible for the Namer to identify the auric characteristics that make up the Individual True Name. The study of these components takes considerable time due to their complexity.
Once acquired, an Individual or Generic Name may be studied and fully learnt. Generic Names take one day of study to be learned (that is reach Rank 0) while Individual Names take one week in study after the Name has been acquired. Individual names (except for a entity's own name) count against Magical Aptitude in the same way as spells.
©Copyright 1999, Martin Dickson.
Counterspells |
Counterspells act to increase Magic Resistance and defeat the
workings of other spells. Each college has two of these spells: a
General Knowledge Counterspell, and a Special Knowledge
Counterspell. These are specific to the college -- a Fire College
Special Counterspell will not affect the workings of any Earth
College spell, nor would it affect a General Knowledge spell of
the Fire College. Adepts learn both Counterspells of their own
college as part of their General Knowledge.
Counterspell
Range: 25 feet (+25/Rank)
Duration: D+5 minutes (+1/Rank)
Experience Multiple:
100 -- General Knowledge Counterspell
200 -- Special Knowledge Counterspell
Base Chance: 40%
Resist: Passive
Storage: Investment, Ward, Potion, Magical Trap
Target: Entity, Object, Area
Effects: There are several distinct uses for a
Counterspell. They are:
A target may only be under the effects of the Counterspells of
a single College. Counterspells of other colleges cast upon them
will obey the normal rules for stacking. Thus the maximum number
of Counterspells that an entity or object may be under is four:
the General and Special Counterspells of one college cast upon
them, and the General and Special Counterspell of another college
upon the area they occupy. A target may only benefit from one
Counterspell against a particular spell. If there is more than
one appropriate Counterspell protecting a target the highest
ranked one will have an effect.
Characters may learn Counterspells from colleges other than their
own. The Counterspells of other colleges are practised at Rank 0
and may not be ranked.
©Copyright 1999, Martin Dickson.