Difference between revisions of "Lock"
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{{spell | {{spell | ||
|essence=mutative | |essence=mutative | ||
− | |school= | + | |school=electricity |
|school2=metal | |school2=metal | ||
− | |xp= | + | |xp=2 |
|distance=Near | |distance=Near | ||
|target=Object | |target=Object | ||
|time=2 rounds per rank | |time=2 rounds per rank | ||
− | |description=Keep your enemies at bay | + | |description=Keep your enemies at bay or open the door from your easy chair. The mage uses the flows of magnetism to shut and seal or unlock and open any lock, latch, or entranceway. Doors and windows aren't the only things that can be locked or unlocked — manacles, chests, a portcullis, gate, or drawbridge are also prime candidates for this spell. |
− | |level1=+2 to Machinery DL. Can be used to automatically unlock non-magical locks, and magic locks of Intensity 1. | + | |
− | |level2=+4 to | + | As a defensive (locking) spell, each level of Intensity grants a bonus to the Casting Roll. The result of the roll determines the [[Machinery]] DL needed to bypass the lock. As an offensive (unlocking) spell, the spell must be cast at the same Intensity as the lock in place (non-magical locks count as Intensity 1) and instantly undoes it. |
− | |level3=+6 to | + | |
− | |level4=+8 to | + | When learning this spell, the mage must choose the specific element that is used when cast. A mage can learn this spell in different elemental schools, but must buy Spell skill ranks in each. If this spell is cast using the Metal element, the locking mechanism or entranceway must be metallic. |
− | |level5=+10 to | + | |level1=+2 to Machinery DL versus opening. Can be used to automatically unlock non-magical locks, and magic locks of Intensity 1. |
+ | |level2=+4 to DL. Can be used to unlock magic locks of Intensity 2. | ||
+ | |level3=+6 to DL. Can be used to unlock magic locks of Intensity 3. | ||
+ | |level4=+8 to DL. Can be used to unlock magic locks of Intensity 4. | ||
+ | |level5=+10 to DL. Can be used to unlock magic locks of Intensity 5. | ||
}} | }} |
Latest revision as of 00:20, 31 July 2013
This rule is pretty sexy and doesn't need any attention. Consider it good to go. |
Rarity | 2 |
---|---|
AP | 4 |
Target | Object |
Distance | Near |
Lasts | 2 rounds per rank |
Keep your enemies at bay or open the door from your easy chair. The mage uses the flows of magnetism to shut and seal or unlock and open any lock, latch, or entranceway. Doors and windows aren't the only things that can be locked or unlocked — manacles, chests, a portcullis, gate, or drawbridge are also prime candidates for this spell.
As a defensive (locking) spell, each level of Intensity grants a bonus to the Casting Roll. The result of the roll determines the Machinery DL needed to bypass the lock. As an offensive (unlocking) spell, the spell must be cast at the same Intensity as the lock in place (non-magical locks count as Intensity 1) and instantly undoes it.
When learning this spell, the mage must choose the specific element that is used when cast. A mage can learn this spell in different elemental schools, but must buy Spell skill ranks in each. If this spell is cast using the Metal element, the locking mechanism or entranceway must be metallic.
Intensity Effects
- +2 to Machinery DL versus opening. Can be used to automatically unlock non-magical locks, and magic locks of Intensity 1.
- +4 to DL. Can be used to unlock magic locks of Intensity 2.
- +6 to DL. Can be used to unlock magic locks of Intensity 3.
- +8 to DL. Can be used to unlock magic locks of Intensity 4.
- +10 to DL. Can be used to unlock magic locks of Intensity 5.