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Magic Defenses with a kick

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Shaitan40too Posted: 2 Nov 2009 11:58 AM
So, how would you structure a Ward or Ban to attack an intruder?

Say you want a bolt of electricity to zot someone who intrudes on your Sanctum, maybe not build it where it Bans them from entering perse, but hurts them instead.

Would you just add the apprpriate dots of Forces into the ritual spell, (say Forces 2 to compell electricity from a nearby source to lance out).  

How would you structure it as far as successes needed?   I know in Tome of the Mysteries they strongly discourage allowing ritual casting of attack spells, and I heartily agree with that, but to me this seems a different situation, one that could justify allowing it since it is part of a defensive measure, and one that may never go off assuming nobody messess with your place.

Suggestions on what you would require on the part of casting and crunch statistics for this?     Say for example a Ban that would zot "anyone not a member of the Untrodden Path Cabal"

I am aware that assuming a  Sleeper shows up you have issues with Disbelief, and possibly Paradox? (I'm iffy on how Paradox works in a situation such as a triggered ritual spell after the fact), but barring this situation, and its another supernatural being attacked, how would you work it?

Thanks
My friend said "A vampire, mage, and werewolf walk into a bar....."  My response "Sam Haight shows up and kills you all"
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There's a spell called Walls in the Labrynth which I think is found the the Lines of Power SAS.  It's a Space 3, Fate 2, Time 2 spell that allows you to program your Wards with spells set to go off in response to preset triggers.  The only problem is that it makes the entire structure somewhat fragile.  Someone who scrutinizes and dispels the spell can dispel the entire Ward.  If I remember correctly.
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Ophidimancer:
The only problem is that it makes the entire structure somewhat fragile.  Someone who scrutinizes and dispels the spell can dispel the entire Ward


By this I assume you mean a Ward with say, an electric jolt programmed into it,  the intruder scrutinizes and sees the electricity spell, dispells that, and poof the Ward drops as well?
My friend said "A vampire, mage, and werewolf walk into a bar....."  My response "Sam Haight shows up and kills you all"
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Successes are about a third of the dice rolled, on average. I'd say that each success put into the extended spell would give you 1 die of damage towards the attack once the attack is triggered. The maximum dice on the attack is equal to whatever the maximum on your attack would be if you had been there to cast it yourself. High Speech and Willpower don't figure into this maximum.

The requirements of the extended spell would probably be something as follows:
Space 2: Interacting with a disturbance into an area
Fate 2: Triggering the spell
Time 2: Hanging the spell to go off later.
??? 3: The actual attack arcanum used to deal bashing damage (or 4 for lethal, or put a mana into the spell at 5 for aggravated).

Sleepers wouldn't be able to unravel the spell, they would disbelieve any trap damage that was obviously magical (but not something like a swinging blade with forces/matter, or even just a bomb with forces). As for paradox, I'd say that the paradox check would happen at the end of the casting like a normal spell, and then if the attack itself involved a vulgar effect than a paradox would just prevent the trap from working. Similar to aggravated damage, you could place mana into the trap to reduce the paradox dice (hopefully down to a chance die).
Some houserules you might like
I do understand that I often don't follow the rules written in the books. It's very intentional.
Kallisti
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Shaitan40too:
By this I assume you mean a Ward with say, an electric jolt programmed into it,  the intruder scrutinizes and sees the electricity spell, dispells that, and poof the Ward drops as well?


I tihnk so, but I don't have my materials with me, so I can't check.
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Set up a candle outside your door and use Fate, Forces and Time to hang spells to quintuple the size of the flame and direct it, set to activate if anyone approaches without your permission.
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