Impeding Spirits
Let's see how fast you are now!


Circle 5 Nethermancer spell

Threads: 2
Range: 40 yards
Effect: Willforce + 3
Weaving Difficulty: 6/16
Duration: rank rounds
Casting Difficulty: Target's Spell Defense

This spell reduces the initiative of the target. While weaving the threads, the nethermancer simulates pushing down on his legs. What is actually happening is that the nethermancer is calling to him mischievous spirits that love to play pranks and annoy people. The nethermancer then makes a spellcasting test against the target's spell defense. If the test is successful, the spirits agreed to go bother the desired target. The effect test result represents how far the nethermancer's call was heard and how many little spirits answered his call. The nethermancer makes the effect test with the target's dexterity step as the difficulty number. If the test is successful the target's initiative step is reduced by: 3 + 1 for each level of success above average on the effect test.

The nethermancer may decide to affect multiple targets. The other targets must all be within 5 yards of the first target. To determine the spellcasting difficulty number on multiple targets, use the highest spell defense and add + 1 for each additional target. After doing the effect test, subtract -2 for each target after the first to get the final result of the effect test. All targets are not affected the same way, compare the final result to each dexterity step to find the effect on each specific target.

Arban, a nethermancer adept, is fighting a very quick t'skrang air sailor and a dwarf weaponsmith. To try to get an edge on his opponents, he decides to cast Impeding Spirits. He threads the spell and when Arban is ready to cast, he notices that they are within 5 yards of each other, decides to cast it on both. The roll turns up a 12 over the weaponsmith's higher spell defense of 9 + 1 (for the other target) = 10. The spell being successful, his player makes an effect test that turns up a 13. Having 2 targets the result is adjusted to (13-2) 11 because of the second target. The air sailor's dexterity step being 7 he will suffer a -3 on his initiative step. The weaponsmith has a dexterity step of 6, so the effect test is a good one on him, his initiative penalty will be 3 + 1 (for the good success) = 4.


Lightworker's Workshop: The Lost Books

Copyright 1999. Eric Campeau