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| 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
- Preparation
(choose spell, Force, pool dice, targets, etc)
- +2
TN for each simultaneous spell
- Spell
Targeting (might require a perception test)
- Sorcery
test (Sorcery + Spell pool) TN
- Spell
Resistance test (Target ATTR vs Spell Force)
- Spell
Effect (net successes determine outcome)
- Drain
Resistance test (Willpower + Spell pool vs spell’s Drain Code)
- TN#
= Force/2 (rounded down) + any Drain Modifier
- If
Force > MAG then damage is physical.
- Each
spell sustained adds +2 to the Power of the Drain
Elemental Manipulation spells may be Dodged.
Spell Defense pg 183
- Allocate
Sorcery dice for Spell Defense
- Range
= MAG * 100 m, same plane (astral or physical)
- Max
# of protected subjects = Sorcery Skill Rating
- Spell
defense is voluntary
- To
“block”: Use allocated Spell Defense Dice vs TN#(Force of spell)
- Spell
Defense successes >= Incoming Spell successes = spell failure
Dispel pg 184
- Dispelling
Test = Sorcery Skill + Spell Pool vs Spell’s Force
- each
success reduces the original’s spell successes by one
- When
original’s spells successes = 0 or threshold level, spell is dispelled.
- After
each Dispel Test, mage has to Drain Resistance test vs the original
spell’s level
- If
Force >MAG then damage is physical.
CONJURING pg 184
- Determine
Force of spirit
- Cannot
summon spirit > 2*MAG Force
- Determine
domain / element
- If
elemental, mage must have library of correct element and force level,
force = # hours conjuring
- Conjuring
test: (Conjuring Dice + Spirit Focii only) vs Force of spirit
- Each
success represent one service
- Drain
Resistance Test: see table for Damage level . (CHR + Spirit Focii) vs Force
- If
mage is knocked unconscious:
- Nature
spirits departs
- 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 |