Difference between revisions of "Entropy"

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*'''Short Cast:''' The Rotes allows the Mage to interact with the Low umbra and low umbra creatures for a scene, the level corresponds to your level of entropy a beginner(1) entropic mage would only get the first benefit where a master would get all 3.   
 
*'''Short Cast:''' The Rotes allows the Mage to interact with the Low umbra and low umbra creatures for a scene, the level corresponds to your level of entropy a beginner(1) entropic mage would only get the first benefit where a master would get all 3.   
**Level 1: See and talk with wraiths.  
+
**Level 1: See and talk with wraiths.  
**Level 2: May freely traverse between the lands of the living and the dead as an action.
+
**Level 2: May freely traverse between the lands of the living and the dead as an action.
**Level 3: May bring passengers back with you in either direction.
+
**Level 3: May bring passengers back with you in either direction.
 
*'''Long Cast:''' The long cast of this spell causes the Mage to be able to do all of the above that they qualify for at will for the night.
 
*'''Long Cast:''' The long cast of this spell causes the Mage to be able to do all of the above that they qualify for at will for the night.
  
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*'''Short cast:''' The mage can dispel a standing or active magical effect whose source’s level is equal to theirc (entropy+2), compared directly for mages magic or other 3 level effects. This spell works on rotes but not wonders, fetishes, mementos, backgrounds, hitmarks etc, this spell works on all supernaturals types of rituals, and all blood magic. For example at entropy 1 they could dispel an active effect from thaumaturgy level 3 or lower and sphere magic level 1 or lower.
 
*'''Short cast:''' The mage can dispel a standing or active magical effect whose source’s level is equal to theirc (entropy+2), compared directly for mages magic or other 3 level effects. This spell works on rotes but not wonders, fetishes, mementos, backgrounds, hitmarks etc, this spell works on all supernaturals types of rituals, and all blood magic. For example at entropy 1 they could dispel an active effect from thaumaturgy level 3 or lower and sphere magic level 1 or lower.
 
  
 
*'''Long cast:''' The mage can ward a haven against long-range magick and scrying. The first (entropy) magical bluebook actions against you in a month are cancelled.
 
*'''Long cast:''' The mage can ward a haven against long-range magick and scrying. The first (entropy) magical bluebook actions against you in a month are cancelled.

Latest revision as of 14:38, 23 May 2023

back to rotes

Entropy rotes

Entreat with death

Type: Basic Paradox: +1 if witnessed Challenge: Mentals(Arete) vs 10 traits Cost: 1Q Duration: 1 action

  • Short Cast: The Rotes allows the Mage to interact with the Low umbra and low umbra creatures for a scene, the level corresponds to your level of entropy a beginner(1) entropic mage would only get the first benefit where a master would get all 3.
    • Level 1: See and talk with wraiths.
    • Level 2: May freely traverse between the lands of the living and the dead as an action.
    • Level 3: May bring passengers back with you in either direction.
  • Long Cast: The long cast of this spell causes the Mage to be able to do all of the above that they qualify for at will for the night.

Anti-life equation

Type: Basic Paradox: +1 if witnessed Challenge: Physicals(Arete) vs 10 traits Cost: 1Q Duration: 1 scene

  • Short cast: This spell adds (entropy) damage to a weapon or unarmed for the scene, and cannot be cast outside of initiative ticks.
  • Long cast: Wonder: This wonder effect adds 1 damage to any weapon above and beyond what it should do. The damage is the same type as the base weapon.

Dust in the wind

Type: Basic/Opposed Paradox: +1 if witnessed Challenge: Mentals(Arete) vs Physicals(defense) against held objects Cost: 1Q Duration: 1 scene

  • Short cast: By making a mentals arete check the mage can destroy an item without the durable tag up to category(entropy), or with a skill bonus up to (entropy). If you are a master of entropy the category and skill bonus max you can destroy is 5. This spell also works on unattended items such as pencils, books, anything about the size of a small car as a basic rote. If the object you are targeting is held you must be within 2 steps and succeed on the listed challenge.
  • Long cast: Wonder: This wonder effect Creates a small black sphere of annihilation that deals 6 Ag to a structure. On other weapons you can choose to deal the agg to structures or the weapon's base damage not both.


Bane

Type: Basic/Opposed Paradox: +1 if witnessed Challenge: Mentals(Arete) vs Mentals(willpower) Cost: 1Q Duration: 1 scene

  • Short cast: You can cast this spell on a scene if you do, all frenzy difficulties for everyone in it who fail the mass challenge are increased by your (Entropy) score. If they cannot frenzy, difficulty of all other virtue challenges are increased by (entropy) instead.
  • Long cast: You can cast this spell on a haven if you do, creatures of the type you specify cannot enter your haven unless they spend (Entropy) willpower.

Dissolve Spirit

Type: Opposed Paradox: +1 if witnessed Challenge: Mentals(Arete) vs Mentals(occult) Cost: 1Q Duration: 1 scene

  • Short cast: The mage can dispel a standing or active magical effect whose source’s level is equal to theirc (entropy+2), compared directly for mages magic or other 3 level effects. This spell works on rotes but not wonders, fetishes, mementos, backgrounds, hitmarks etc, this spell works on all supernaturals types of rituals, and all blood magic. For example at entropy 1 they could dispel an active effect from thaumaturgy level 3 or lower and sphere magic level 1 or lower.
  • Long cast: The mage can ward a haven against long-range magick and scrying. The first (entropy) magical bluebook actions against you in a month are cancelled.