0"> Astral Perception Simple action to extend perceptions Free action to see spirits, barriers, etc.

Assensing pg 171  / Intelligence test vs 4

Astral Projection
Astral STR = CHR
Astral QCK = INT
Astral BOD = WIL
Astral REA = INT + 20
Astral Senses pg 173
Abstract info (writing) carry their emotional intent.  Sounds work normally.
Astral Movement= MAG * 1000 km /hour
Astral Detection
Perception (10) test /  If subject is Awakened –2TN# / If subject is capable of astral perception –2TN#.

While you were out…. Astral Projection

Lose 1 point of ESS per hour, if ESS = 0 … you die
Moved Body Test
    Location test:  WIL test (4)
    Time = 6 hours / # of successes

Astral Barrier pg 174 / Spells cast thru add Force of Barrier to TN of spell

Astral Ward pg 174
  Max area: MAG x 50 cubic meters
  Force = hours to create
  Test: = Force, successes = numbers of weeks it lasts
  Perm: cost = Force in karma

Astral evasion pg 176  Opposed test using MAG, each add’l pursuer adds +1

Astral tracking pg 177  Astral perception test (4), time = 6 hours /successes. If longer, see rulebook

SORCERY pg 177

  1. Preparation (choose spell, Force, pool dice, targets, etc)
    1. +2 TN for each simultaneous spell
  2. Spell Targeting (might require a perception test)
  3. Sorcery test (Sorcery + Spell pool) TN
  4. Spell Resistance test (Target ATTR vs Spell Force)
  5. Spell Effect (net successes determine outcome)
  6. Drain Resistance test (Willpower + Spell pool vs spell’s Drain Code)
    1. TN# = Force/2 (rounded down) + any Drain Modifier
    2. If Force > MAG then damage is physical.
    3. Each spell sustained adds +2 to the Power of the Drain

Elemental Manipulation spells may be Dodged.

Spell Defense pg 183

  1. Allocate Sorcery dice for Spell Defense
  2. Range = MAG * 100 m, same plane (astral or physical)
  3. Max # of protected subjects = Sorcery Skill Rating
  4. Spell defense is voluntary
  5. To “block”: Use allocated Spell Defense Dice vs TN#(Force of spell)
  6. Spell Defense successes >= Incoming Spell successes = spell failure

 Dispel pg 184

  1. Dispelling Test = Sorcery Skill + Spell Pool vs Spell’s Force
  2. each success reduces the original’s spell successes by one
  3. When original’s spells successes = 0 or threshold level, spell is dispelled.
  4. After each Dispel Test, mage has to Drain Resistance test vs the original spell’s level
  5. If Force >MAG then damage is physical.

CONJURING pg 184

  1. Determine Force of spirit
    1. Cannot summon spirit > 2*MAG Force
  2. Determine domain / element
    1. If elemental, mage must have library of correct element and force level, force = # hours conjuring
  3. Conjuring test: (Conjuring Dice + Spirit Focii only) vs Force of spirit
  4. Each success represent one service
  5. Drain Resistance Test: see table for Damage level . (CHR + Spirit Focii) vs Force
  6. If mage is knocked unconscious:
    1. Nature spirits departs
    2. Elemental make Force(6) test, one success = leaves, otherwise it goes on a rampage attacking the nearest living beings.

Conjuring Drain pg 187

Spirit's Force is: Drain Level (Stun Damage)
1/2 conjurer's CHR or less L
Conjurer's CHR or less M
Greater than the conjurer's CHR S
greater than 1.5 the conjurer's CHR D