Forces
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Forces rotes
Magic Bullet
Type: Opposed Paradox: +1 if witnessed Challenge: Firearms(Arete) vs Phys(defense) Cost: 1Q Duration: 1 action
- Short cast: The Mage fire a bullet from their gun and strike as many targets in the room as they can by bouncing it off the walls. After they successfully strike the first target they may spend an arete or firearms to then make a test against another target. They may strike up to their (Forces) in additional targets. Masters(3) of the force sphere also increase the damage of their firearm by one when using this spell.
- Long cast: Wonder: Magic Gun: This wonder effect Enchants a firearm to make it able to Gold, Silver, Wood ( Can be used to stake) or Fire bullets (Deal half damage in AG round up). Swappable every action. Casting this on other weapons allows the wielder to swap the material in the same way.
Elemental Wrath(Extreme at forces 3)
Type: Opposed Paradox: +3 if witnessed Challenge: Mentals(Arete) vs Phys(defense, no retests, might applies) Cost: 1Q Duration: 1 action
- Short cast: The Mage unleashes a blast of elemental energy that deals damage equal to their (Forces+2) To everyone who fails the check. The Mage may exclude targets equal to his Forces rating.
- Long cast: N/A
Force Shield
Type: Basic Paradox: +1 if witnessed Challenge: Mentals(Arete) vs 10 traits Cost: 1Q Duration: 1 scene
- Short cast: This spell when cast creates a force shield with (forces) health levels for the scene that takes damage for the mage before they do. Damage greater than 3 that breaks the shield carries over to the mage's health pool. The shield reasserts itself after every round(not turn) in which it's broken (Forces*2) times in the scene.
- Long cast: The mage gains the force shield for the night and additional damage does not carry over. If you are a master of forces you may move your shield to someone else for the scene as an action, if they fall unconscious or die the shield returns to you.
Telekinesis
Type: Basic Paradox: +2 if witnessed Challenge: Mentals(arete) vs 10 traits. Cost: 1Q Duration: 1 scene
- Short cast: You cast the spell then the next [forces] attacks or effects you take after casting is redirected onto the initiator if you beat them on the appropriate check. You may choose new targets for the effect if appropriate. If you are targeted by an area effect you are unaffected and the caster takes the effect even if they would normally be immune to their own AOE. Examples Someone attacks you with a sword while you have this challenge up if you win the defense challenge they're hit by the sword instead, if someone targets you with a dominate mental effect and you win the mentals(wp) challenge you may dominate them at the appropriate level instead.
- Long cast: You may choose to reflect one effect any time during the night as if you had the spell up. If you would be affected by an AOE during the night you can make up to [forces] allies(including yourself) immune to the effect.
Master of Storms
Type: Basic/Opposed (Helper) Paradox: +2 if witnessed Challenge: Mentals(arete) vs Phys(Defense). Cost: 1Q Duration: 1 scene
- Short cast: As your mastery of the forces sphere increases, so too does the strength of this power, you may use any of the below equal to or lower than your forces sphere.
- 1) By making a basic check you can power any machine without gas/or electricity. It works for the scene.
- 2) You can cast this spell to drop a lighting bolt from the sky it deals 4A and uses mentals(arete) vs physicals(defense)
- 3) If you are a master of forces(3) you summon a storm cloud helper when you summon your lightning bolt with (2), the storm cloud helper deals 1A to any target at the end of the round.
- Long cast: By casting this spell as an action you can make a (forces) point influence attack against all influences in a single city as a storm, within 3 cities of you. Up to 3 mages can cast this spell on a city in a single month for a total of 10 integrity(you get a +1 when working together).