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Warding

 

Magic has many purposes, not the least ofwhich is the continued survival of the practitioner. Many say that the best offense is a good defense, and sorcerers who follow this Praxis are likely to agree. warding is entirely passive. It may not be counterspelled, though it is subject to normal Unweaving. In addition, affected characters may not spend Willpower to ignore any effects of this Praxis, though a Willpower Trait would permit a retest in any challenge.

 

Basic:

 

Halting the Approach

The first thing you learn on this path is how to keep someone away. By defeating your opponent in a Social or Mental Challenge, you may prevent her from approaching you, as long as you concentrate. Though you may slowly move about or even carry on light conversation, any other magical endeavor or active challenge will cause the spell to fade. In addition, if you lose the initial challenge, you may not cast this spell against the same opponent for the remainder of the scene.

 

Glancing Blow

This spell allows you to protect yourself against physical attacks, both magical and mundane. For the remainder of the current scene, you gain a free retest when defending against any Physical Challenge. If you are attacked before this protection is in place, you may still gain its benefits by spending an appropriate Mental Trait, but the application only lasts for the current turn.

 

Intermediate:

 

Neutral Guard

This is a more potent form of Halting the Approach. The effects are the same, but the protection extends to a 10-foot radius. Anyone outside this circle must defeat you in a Mental or Social Challenge before approaching or initiating any form of attack against you. Opponents within this area must win the test or be immediately forced outside the perimeter. In either case, if a hostile character fails this test, he may not attempt to breach your sanctuary for the remainder of the scene. Allied or neutral individuals within this radius are likewise protected from any external assault. However, if one of these other characters performs any violent actions, she is immediately forced outside the protection. Any such behavior on your part automatically cancels the entire effect.

 

Force Shield

Force Shield allows you to merge your current Mental and Physical Trait pools when passively defending against physical attacks. The combined total is used for resolving ties or overbid attempts, and either type of Trait may be bid for defense. Under no circumstances does this effect apply toward initiating any offensive challenge or counterattack. Alternately, by spending an appropriate Mental Trait, you may bestow this protection upon another character. This adds your current Mental Traits to her Physical total for defense purposes. However, only the target’s Traits may be bid in defense. This benefit is immediately lost if the recipient engages in any form of offensive Physical Challenge. Either application of this spell lasts for the remainder of the current scene.

 

Advanced:

 

Barrier

Similar in effect to the Intermediate spell: Neutral Guard, this spell completely seals an area against intrusion. Anyone attempting to cross the prescribed boundary must first pass both a Static Mental and Physical Test against your total (not current) Mental Traits. You may opt to attune others to this barrier, allowing them to cross at will. This requires an appropriate Mental Trait for each such individual and may occur while the ritual is being cast or afterwards, when the newcomer arrives. Of course, you may pass through this wall as often as you like. Once cast, Force Barrier remains in effect for up to an hour. However, a temporary Willpower Trait will extend this duration for the remainder of the game session.

 

Master:

 

Sanctuary

The ultimate defensive application, this spell renders you or your chosen target completely invulnerable to harm. You may not be targeted by hostile spells or powers and may completely ignore any physical attacks. However, while this spell is active, you may only slowly walk around and converse with people. You may not initiate any challenges or Static Tests (other than perception-based tests), nor may you use any form of magic against the environment or other characters. This protection lasts for up to an hour. However, if cast as a proper ritual, Sanctuary may last for as long as a monthor extend to protect everyone within a 20' radius.

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