Contingent Jump
From NsdWiki
This rule simply needs tweaking. It may be almost perfect, or it may need a bit of work. It's half-way in between sexy and in need of overhaul. Leave any ideas on the Talk page, please! |
Rarity | 3 |
---|---|
AP | 4 |
Target | Self |
Distance | N/A |
Lasts | N/A |
As a failsafe to escape danger, long ago a mage created the Contingent Jump spell in order to save his ugly hide. This spell allows a mage to specify trigger conditions that result in his or her instant departure to a familiar location. As long as the Contingent Jump is active on a mage's person, the mana used to cast the spell are unavailable for use.
Intensity Effects
- The mage can only give a vague description of desired trigger conditions consisting of one word statuses (hurt, dirty, drugged, etc.). The mage will end up anywhere within a mile of the intended location. Because of the vague conditions, the spell may activate at inopportune moments. This Intensity takes two rounds after the conditions have happened to enact. For instance, Sir Bedevere states that whenever he becomes hurt he wishes to return home. He was accidentally returned when an insult was thrown at him.
- As per Intensity 1, but the chances for the terms to be misconstrued are lessened.
- The mage can give clearer details regarding the trigger conditions, but nothing too complicated (mortally hurt, suffocating but not choking, drowning and not drinking, falling not slipping). The mage will end up within 50 yards of the intended location. This Intensity takes one round after the conditions have happened to enact.
- As per Intensity 3, but the spell activates immediately.
- The mage can issue a lengthy description of desired trigger conditions and is transported exactly where intended. For instance, Beld the Bard wishes to be whisked away to his palace of beautiful women whenever he feels himself become emotionally attached to anyone (he frequently makes the visit, even outside of these conditions).