SKYRIE VOLUTIUN DOMINUS
The Spellbook of Skyrie Velutiun
Note that Skyrie's native shadows (the Fourteen Empires) are highly populated, and magic use is relatively common. Thus Skyrie is used to facing, in battle, large armies of mundane soldiers in combination with cadres of sorcerers whose magical abilities are similar to his own. Thus Skyrie's spells tend to concern themselves with:
- Attacking very large numbers of mundane soldiers in as horrific a manner as possible.
- Taking out enemy sorcerer cadres.
- Protecting his own army from sorcerous attacks
In order to be most effective, Skyrie's offensive spells are fire-and-forget and attack repeatedly. Defensive spells are layered, and attempt to regenerate themselves. All spells are designed to be as resistant to enemy magic as possible (hence they possess the qualities of Magic Resistance to avoid anti-magic, Psychic Neutral to avoid subversion, and Enhanced Sensorium so they're not fooled by things like invisibility).
Of course, Skyrie has other spells as well, for more mundane, personal protection and utility.
Skyrie's magic is generally be unpleasant and insidious (flesh rotting spells, undead servitors, Trump-powered landmines, that sort of thing). I haven't had time to devise spells, yet, but they will be a mixture of unpleasant/insidious and excessively violent. Skyrie has led countless armies in campaign, and fully appreciates the value of terror-magic.
Note that all of Skyrie's spells which include Empowered Powers and Qualities only include them to the single-shadow stable level (as Sorcery does not work across and between shadows anyway), giving Empowerment times of 10 minutes per point of Quality and 60 minutes per point of Power.
This page contains descriptions of various of Skyrie's spells. His spells are:
Click on the spell names to return to the top of the page.
- ACIDFIRE
- Spell Type : Summoning
- Base Casting Time : 1 Hour
- Lynchpins (an additional 10 minutes casting time each)
- EFFECT
- A simple attack spell. This fires a glob and jet of super-heated acid at its target. The acid is hideously corrosive, of course, and the fire hideously hot, both causing residual burning damage to anything fleshy or metallic that they hit. If the spell hits its target, it explodes in a shower of this stuff that will drench anyone within twenty feet, and splatter up to sixty/seventy feet away. The spell is also arranged so that it explodes anyway, a few feet beyond its intended target, in the event of a miss (not that Skyrie ever misses...). The explosion is accompanied by a loud bang and a flash of bright green light - this primarily serves to intimidate and disorient those not crippled by the primary blast. Generally speaking, only a direct hit will result in an instant kill, but the purpose of this spell is more to maim and induce terror - though those caught inside the near blast radius usually die horribly within a few seconds, and even a splatter can be lethal to a normal soldier, eating through armour and flesh with the same sort of attitude as AlienTM blood.
- ASSISTANT TO THE INVINCIBLE OVERLORD
- Spell Type : Summoning (requires Empowerment)
- Base Casting Time : 2 Hours, 10 Minutes
- Lynchpins (an additional 10 minutes casting time each)
- Magic of Shadow
- Recipient
- Dispel Command (optional)
- EFFECT
- Summons a floating globe with a number of generally useful functions. Firstly, it is capable of moulding shadow stuff around people, effectively keeping them fresh, clean, bathed and smelling of roses. It can also use this power to do haircuts, beard trims and other cosmetic functions (although I suspect it can't do this via shadow stuff manipulation on Skyrie...). Secondly, it is in psychic contact with the recipient of the spell, takes notes, and can generally act as a personal organiser. Finally, it is able to detach parts of itself (smaller globes) to go deliver and receive messages, and/or act as a scout and spy (I've taken a liberal interpretation and treated this as all being a special effect of the scrying ability that comes with extraordinary psyche, combined with an unusual property). It can also read and write, do filing and typing, accounts, etc., etc... it's probably very good at make-up, aromatherapy and flower-arranging, too. Skyrie wouldn't know...
The Assistant incorporates the following Powers and Qualities:
- Double Stamina [1 point; 10 minutes]
- Mobility [1 point; 10 minutes]
- Able to Speak and Sing [2 points; 20 minutes]
- Magically Neutral [2 points; 20 minutes]
- Enhanced Sensorium [2 points; 20 minutes]
- Extraordinary Psyche [4 points; 40 minutes]
- Unusual Property (long-range telepathy and scrying power manifest as small versions of the globe itself) [1 point; 10 minutes]
- BREATH OF THE FORTY-SEVEN WINDS
- Spell Type : Invasive
- Base Casting Time : 5 Hours
- Lynchpins (an additional 20 minutes casting time each)
- Magic of Shadow
- Recipient
- Duration (optional)
- Dispel Command (optional)
- Stealth/Deception/Neither Command
- Perception On/Off Command
- Intended Appearance Of Deception Element
- EFFECT
- The Breath of the Forty-Seven winds was the ultimate spell devised by the sorcerers of the Four Corners of the Earth, an order of mages who, thanks to their abilities as thieves, spies and assassins, and a fair bit of political savvy, amassed great power and wealth in the shadow of Osettia before Skyrie's armies arrived and smashed them. Many of the order were smart enough to defect to the new regime, and remain in Skyrie's employ - the order has even been allowed to continue, although this time strictly as an arm of the imperial government.
The Breath confers the following sets of abilities onto the caster, each of which can be switched on and off for the duration of the spell:
- Stealth (invisibility to multiple senses (i.e. all the normal human ones: objects in contact with the caster make no sound, caster emits no scent, etc., plus all the magical senses the sorcerers of the Four Corners of the Earth could think of - i.e. all the ones the spell can itself provide).
- Perception (enhanced senses, extra senses (pretty much as the empowerment quality Enhanced Sensorium), plus the ability to project all of these senses to a known point or a specified distance and direction, and then move the point of perception about. One of the extra senses given special attention in this spell is a magic sense, for the detection of wardings and counter-scrying).
- Deception (re-arrange the caster's appearance, voice, even scent - effectively perform a limited shapeshift and cloak the rest in a five-sense illusion. Skyrie has noticed that the shapeshift aspect of the spell has no effect on him (not that he's particularly bothered), yet works perfectly on others). Note: Since there's no point in the Deception aspect running in parallel with the Stealth aspect, they are both controlled by the same lynchpin, and can't be active together.
Since the whole purpose of this spell is to make the caster as stealthy as possible, special care has been taken in its construction. Thus it effectively has the empowerment quality of being magically neutral, and is particularly difficult to detect (of course, wardings will often have this property as well...). The components of the spell can be separately switched on and off to further this aim, as the fewer components switched on at any time, the more stealthy the spell is.
- CATACLYSM OF INFERNAL ACIDFIRE
- Spell Type : Summoning (requires Empowerment)
- Base Casting Time : 6 Hours, 8 Minutes
- Lynchpins (an additional 10 minutes casting time each)
- Magic of Shadow
- Form
- On Command
- Off Command
- Recipient
- EFFECT
- Creates an intelligent weapon of variable form. Once created, the item defaults to the 'off' state. In the 'off' state, it can be given a number of commands by the designated recipient. These commands are given psychically, through direct contact with the item:
- Fire: The item, under the direct control of the user, attacks a target with an AcidFire spell, using the warfare skill of the user.
- Instructions: The item is moderately intelligent, and may be given instructions as to how to operate when set in the 'on' mode.
- 'On': The item attacks valid targets with AcidFire spells as fast as it possibly can. What constitutes a valid target depends on what instructions the item has previously been given. The default target selection is (in this order):
- Anything moving that it has already been directed to attack under the direct control of the user.
- Anything moving and obviously an aggressor.
- Anything moving.
When attacking autonomously, the item uses its own warfare skill. Any of the above commands may be used when the item is in the 'on' state, to launch a specific attack, give new directions, or turn the item off. Obviously these commands also require direct contact with the item to be given. Skyrie tends to use this spell in the form of a glowing headband (with a special effect a bit like Federation Starship phasers as it charges and fires). However, it can (and is) also used as an autonomous weapon, hurled into the midst of the enemy and left to get on with it. It can also be used (as can the Ebon Spear) as a landmine or warding, protecting a specific place. As with many of Skyrie's spells, its intelligence is limited, and its ability to distinguish friend from foe isn't guaranteed...
The Cataclysm Of Infernal AcidFire incorporates the following Qualities and Powers:
- Mobility [1 point; 10 minutes]
- Combat Mastery [4 points; 40 minutes]
- Able to Speak [1 point; 10 minutes]
- Self-Charging [4 points; 40 minutes]
- Magically Resistant [1 point; 10 minutes]
- Enhanced Sensorium [2 points; 20 minutes]
- Double Psyche [1 point; 10 minutes]
- Hard-Wired Spell (AcidFire) [4 points; 240 minutes]
- CHRONO-SYNCLASTIC INFUNDIBULATION
- Spell Type : Invasive
- Base Casting Time : 1 Hour
- Lynchpins (an additional 10 minutes casting time each)
- Magic of Shadow
- Target
- Timespan to Infundibulate
- EFFECT
- A form of psychometric or object-reading spell, this spell smears the perception of the target across time. The recipient sees events of the past and present in the location they are at all at once. The clarity of the vision is inversely proportional to the time-span covered by the spell, and is improved the recipient having a high Psyche (they have to untangle all the images they are seeing into coherent trains of events). Being the recipient of this spell is thus quite disorientating, and it could be used offensively, although that's not its primary purpose.
It is possible that this spell could be prevented from working by the use of anti-scrying magic which erased as psychic and other traces from the area in question.
- CORUSCANT SHAFT OF THE LIGHTNING EARTH
- Spell Type : Summoning (requires Empowerment)
- Base Casting Time : 14 Hours, 30 Minutes (!)
- Lynchpins (an additional 10 minutes casting time each)
- Magic of Shadow
- Recipient, if not the caster (optional)
- Teleport Destination (optional)
- Dispel Command (optional)
- EFFECT
- Summons a shaft of light which can change into a variety of transport devices, teleport (along with its passengers, and throw 'lightning bolts' about the place. If the appropriate lynchpin is used, the shaft will immediately teleport the caster, upon its appearance. The shaft may take up to a dozen different forms. One form will always by a shaft of light. The others are determined by the shadow in which it is summoned - generically, the shaft can provide transport for one, a few, or many people, and over solid matter, over liquid matter, or though gaseous matter/vacuum. For example, a request for transport of a single person over solid matter, the form might be anything from a unicorn in a faery-ish shadow, to a motorbike in a cyberpunk shadow. Similarly, a one-person, gas/vacuum transport could be anything from a flying carpet to a TIE fighter (should shadow Star Wars exist...). And shadow Seas-of-lava, clouds of Marshmallow, the form for transporting people over liquid would be appropriate for surviving the environment. Note that the shaft will always turn back to it's beam-of-light form in order to perform a teleportation on its passengers, and then turn back into an appropriate transport craft. The transition can be a little disturbing for the uninitiated.
Whatever form taken will have some facility to fire 'lightning bolt's, although the actual form of the attack will vary from shadow to shadow and form to form. So the unicorn's horn might throw beams of disintegrating light, the motorcycle might have a machine gun, the TIE fighter an energy cannon. As a single-person transport, the weapon will be fired by the rider. When carrying multiple people, the weapon will be steerable - a turret of some sort. Theoretically, the shaft can fire the weapon itself, and has the intelligence to aim, but it has absolutely no skill, and the intention is for the weapon to be manned.
Note that, as the spell allows the caster to specify both an immediate teleportation destination, and a recipient, in a pinch it can be used offensively.
The Coruscant Shaft incorporates the following Powers and Qualities:
- Engine Speed [4 points; 40 minutes]
- Self-Charging [4 points; 40 minutes]
- Resist Normal Weapons[1 point; 10 minutes]
- Able to Speak [1 point; 10 minutes]
- Psychic Neutral [2 point; 20 minutes]
- Magically Resistant [1 point; 10 minutes]
- Enhanced Sensorium [2 point; 20 minutes]
- Combat Mastery [4 points; 40 minutes]
- Double Damage [2 points; 20 minutes]
- Hardwired Spell (Teleport) [4 points; 240 minutes]
- Hardwired Spell (Lightning Bolt) [4 points; 240 minutes]
- Mould Shadow Stuff (itself, to make its forms appropriate to the shadow it appears in) [1 point; 60 minutes]
- Named and Numbered Forms (shaft of light plus nine others) [2 points; 120 minutes]
The casting time (more than 14 hours!) is a bit much even for Skyrie, and given that he doesn't spend nearly as much time at war as he used to, he's considering a cut-down version without the lightning cannon. He's also considering constructing a fully empowered, permanent version of this spell.
- EBON SHAFT OF THE ONE TRUE EARTH
- Spell Type : Summoning (requires Empowerment)
- Base Casting Time : 2 Hours, 40 Minutes
- Lynchpins (an additional 10 minutes casting time each)
- Magic of Shadow
- Target
- Instructions (optional)
- EFFECT
- Creates an intelligent, animated spear, which flies through the air and attempts to either attack a specific target (repeatedly), or follow the instructions it was given after being summoned. When set upon a single target, the spear has a vaguely annoying habit of not recognising when something is dead, and continues to impale the lifeless corpse again and again and again... When given instructions, it seems to behave a little more intelligently, though can usually be fooled by 'playing dead'.
The Ebon Shaft incorporates the following Qualities and Powers:
- Engine Speed [4 points; 40 minutes]
- Combat Mastery [4 points; 40 minutes]
- Double Damage [2 points; 20 minutes]
- Able to Speak [1 point; 10 minutes]
- Psychic Neutral [2 point; 20 minutes]
- Magically Resistant [1 point; 10 minutes]
- Enhanced Sensorium [2 point; 20 minutes]
- GRAND SUMMONING OF THE AEGIS BEHEMOTH
- Spell Type : Summoning (requires Empowerment)
- Base Casting Time : 15 Hours, 40 Minutes
- Lynchpins (an additional 10 minutes casting time each)
- EFFECT
- Skyrie designed this spell himself, for the specific purpose of protecting large bodies of men from magical and missile attacks (the result is extremely effective against the latter, passable against the former). The Grand Summoning calls into being an Aegis Behemoth, something that looks pretty much like a levitating, fifty-foot long, upside-down bronze turtle (the opponent Skyrie first intended to deploy this against revered giant turtles).
Firstly, the Aegis behemoth projects a wall of force at a specific distance away from itself, which no physical object moving at more than a certain speed may penetrate (this speed is controlled by a big dial at the front of the Behemoth, as is the range). If the force wall is dispelled, the Behemoth immediately re-erects it
Secondly, immediately outside the wall of force lies a wave of magical disruption which will weaken or dispel any magic attempting to penetrate it unless that magic has the magical signature of the Behemoth
Third, floating within the wall of force, between that and the shield of magical disruption, float a number of golden spheres. Anything hurled towards the Behemoth will result in a lightning bolt counter-attack back down the trajectory of the missile (missile in this case could include anything from physically manifesting spells, thrown or fired weapons, and the occasional, unfortunate fast-flying bird. Each lightning bolt discharge is accompanied by frightening arcs of lighting around the wall for force between the floating balls
Fourthly, any fast-moving object moving towards the Behemoth within the wall of force will be attacked by lightning bolts from the Behemoth itself, again with the same arcing special effect
Finally, the Behemoth moulds the environment ahead of it to ease passage for those it is protecting and make life difficult for those who would attack - within the force wall, the weather is calm and dry, sheltered by the wall, while immediately outside is lashed with rain and gales
Unlike most of Skyrie's other summoning spells, the Behemoth is, in essence, a magical machine. It has no mind, and no intelligence. It simply does what it does. And if the worst comes to the worst, there are worse things to have to hide behind than a fifty foot levitating bronze turtle...
The Aegis Behemoth incorporates the following Powers and Qualities:
- Mobility [1 point; 10 minutes]
- Self-Charging [4 points; 40 minutes]
- Combat Mastery [4 points; 40 minutes]
- Magically Resistant [1 point; 10 minutes]
- Mould Shadow Environment (ease passage for those it is protecting and make life difficult for those who would attack) [2 points; 120 minutes]
- Hardwired Spell (Wall of Force) [4 points; 240 minutes]
- Hardwired Spell (Lightning Bolt) [4 points; 240 minutes]
- Hardwired Spell (Magical Disruption) [4 points; 240 minutes]
- LIFEFORCE OF THE DIVINE SHADOW
- Spell Type : Invasive
- Base Casting Time : 2 Hours
- Lynchpins (an additional 20 minutes casting time each)
- Magic of Shadow
- Target / Area of Effect
- EFFECT
- Causes a vast rush of Lifeforce energy into the target. If the target is alive at the time, this results in a burst of healing followed by some residual regeneration (for those with terminal diseases, it can also result in a massive advancement of their condition, unfortunately). Endurance and Strength can also be considerably boosted (for a while, and I'm sure this effect is negligible on those with Amber level statistics already - perhaps enough to provide a last burst of energy when they're near the point of collapse).
If the target is dead, their flesh is consumed in a frenzy of rotting, maggots, etc., and the rush of life energy generated serves to animate the skeletal remains into an undead servitor, under the command of the caster (assuming the shadow tolerates such). These undead generally fall apart after a few months.
On a single target, the spell is most potent, and the burst of life energy can actually be dangerous to mere mortals. It can also be used on an area, in which case all organic matter is affected, although to a lesser extent (healing energies are safer but less effective, undead don't last as long). Skyrie invented this spell primarily to be used in an area mode, after a battle, thus healing injury and restoring strength to survivors of his own army, while adding to their strength with the bodies of the fallen.
- RADIANT SPHERE OF ANTI-MAGIC
- Spell Type : Defensive
- Base Casting Time : 1 Hour
- Lynchpins (an additional 10 minutes casting time each)
- Magic of Shadow
- Target
- Duration (optional)
- Dispel Command (optional)
- EFFECT
- An active anti-magic shell.
- SUMMON THE NEVER GREMLIN (OF TRANSMOGRIFICATION)
- Spell Type : Summoning (requires Empowerment)
- Base Casting Time : 6 Hours
- Lynchpins (an additional 10 minutes casting time each)
- Magic of Shadow
- Recipient
- 'Dispel Gremlin' Word (optional)
- 'Dispel effect' Word (optional)
- EFFECT
- Summons a Gremlin of Transmogrification. The gremlin is, loosely, under the control of both the caster and the recipient (if applicable), in that it will do what either of them tells it to. It may, however, do other things as well (how well behaved it is will depend on the attitude of the caster, the casters psyche, and how much this particular gremlin values it's life, since the dispel word lynchpin simply explodes the gremlin. The gremlin can be killed fairly easily by normal means (or magic), and resists psychic attacks with its own psyche. The gremlin is, by nature, a creature of chaos, often with a bad attitude, and will generally manifest in a way to make this obvious (for example, in shadow earth, the gremlin would, perhaps, sport a Mohican haircut, a safety pin in its nose and a ripped T-shirt with 'Fuck Jesus' on it...) it will invariably give lip to anyone and everyone nearby, is easily bored, and likes to amuse itself by using its power on whatever takes its fancy. They also have voracious appetites for food (although their definition of food would make a goats look finicky).
The gremlin's power is to turn things into other things. Skyrie generally uses it to get rid of irritating inanimate objects, but if the gremlin has a psyche advantage, it can affect living things too. Mass is usually roughly conserved, although it might not be (GM's call - the gremlin is, effectively an NPC, although usually quite a short-lived one...) Effects can be permanent, or with a specified duration, and can be dispelled by the 'Dispel effect' word. When used on living beings, empowered items, anything with it's own power, moving the item/victim through shadow will remove the effects of the gremlin before long. Note that the gremlin can often survive moving though shadow, even though its powers probably stop working the moment it leaves the shadow it was summoned in.
Never Gremlins have something of a penchant for turning critical items into fruit. Skyrie first encountered this creature by being on the receiving end of it and having Terminus Est turned (briefly) into a banana. His own subsequent use of the spell has occasionally resulted in similar misfortune for his allies, and thus Skyrie is generally reluctant to use this spell, (he usually ends up with a psyche disadvantage over the gremlin as well, which is mildly embarrassing). In fact, he wouldn't use it at all if it wasn't for that the fact that the gremlin's powers are incapable of affecting the caster or any item empowered by the caster (inability to affect anything with the caster's magical signature is built into the very core of the summoned gremlin). Obviously, Trump and Pattern-powered objects are unaffected by this magic.
Why they have this penchant for fruit is a mystery.
As a result of their high psyche, Never Gremlins can communicate telepathically over very long ranges, especially with each other. At a pinch, therefore, they can be used as scouts. However, their reliability in passing messages, or describing what they see is... limited. They are utter cowards, and although they can be extremely stealthy and quite capable of sneaking past normal guards, they usually can't resist turning said guard's helmet into rice pudding, giggling madly and then running away. Only an idiot, a madman or the truly desperate would try to use them as covert scouts (on the other hand, they can be dead useful for finding traps, magical wardings and the like. Briefly. Skyrie takes a perverse pleasure form using them in this manner...)
Never Gremlins have the following Qualities and Powers:
- Able to Speak and Sing [2 points; 20 minutes]
- Extraordinary Psyche [4 points; 40 minutes]
- Hardwired Spell (Transmutation) [4 points; 240 minutes]
- Self-Healing [1 point; 60 minutes]
- UNERRING ESCAPE OF DESPERATE NEED
- Spell Type : Summoning
- Base Casting Time : 4 Hours
- Lynchpins (an additional 20 minutes casting time each)
- Magic of Shadow
- Target (optional)
- Wall Thickness
- Disruption Radius
- Psychic Blast Radius
- Teleport Destination
- Explode Or Not Explode
- EFFECT
- A long time ago, Skyrie would occasionally run into people who could out-fight him, or whose magic surpassed his own. Sometimes they hunted in packs. The Unerring Escape bailed him out of a couple of difficult situations in the period between establishing his first capital at Mamaxia, and his final conquest of the Fourteen Empires. The Unerring Escape targets one enemy in particular, but will also have a go at the rest, and isn't to be used with any friends nearby...
The Unerring Escape has the following effects:
- If a target has been specified, they are attacked by a magical disruption and a psychic blast (see below).
- A wall of stone appears around the caster's clothes, expanding rapidly outward and thickening until it reaches its required thickness and range.
- Immediately the wall begins to appear, a wave of magical disruption washes outwards ahead of it. (Noting the requirement for Dispel Magic to be targeted on specific single magical effects, I see this wave as causing spells and Empowerments to briefly falter, as opposed to fail). The range of this effect is variable.
- Immediately behind the wave of magical disruption comes a psychic blast that attempts to kill all living things. The range of this effect is variable.
- Teleports the caster away, as specified by the 'destination' lynchpin. This can either be a known place in the same shadow, or a specific distance.
- If the 'explode' lynchpin has been set, the wall of stone explodes into a pyroclastic cloud.
- VELUTIUN'S UNERRING DYSFUNCTION
- Spell Type : Summoning (requires Empowerment)
- Base Casting Time : 7 Hours
- Lynchpins (an additional 10 minutes casting time each)
- Magic of Shadow
- Form
- Recipient
- On Command
- Off Command
- EFFECT
- A dispel magic device. Creates an intelligent magical Dysfunction of variable form. Once created, the item defaults to the 'off' state. In the 'off' state, it can be given a number of commands by the designated recipient. These commands are given psychically, through direct contact with the item:
- Fire: The item, under the direct control of the user, attacks a target with a Dispel Magic spell, using the psyche/warfare/whatever of the user.
- Instructions: The item is moderately intelligent, and may be given instructions as to how to operate when set in the 'on' mode.
- 'On': The item attacks valid targets with Dispel Magic spells as fast as it possibly can. What constitutes a valid target depends on what instructions the item has previously been given. The default target selection is (in this order):
- Any magic in the process of being cast, other than that being cast by the Dysfunction's caster.
- Any magic which doesn't have the magical signature of the Dysfunction's caster
When Dispelling autonomously, the item uses its own warfare/psyche skill. Any of the above commands may be used when the item is in the 'on' state, to attempt a specific Dispel, give new directions, or turn the item off. Obviously these commands also require direct contact with the item to be given. Skyrie tends to use this spell in the form of a glowing wristband (with a special effect a bit like Federation Starship phasers as it charges and fires). However, it can (and is) also used as an autonomous magical disrupter, hurled into the midst of enemy sorcerers and left to get on with it warding, protecting a specific place from magical intrusion (useful against scrying). Although (obviously) based on the Cataclysm of Infernal AcidFire spell, the Dysfunction is far more intelligent, and, once instructed, its ability to distinguish friend from foe, and to discriminate between magic it should ignore and magic it should attack is pretty good. In recent years, Skyrie has used this spell far more than any others, setting up vast numbers of wardings and protections around places within the Fourteen Empires. The Dysfunction can happily be instructed to attack only specific types of magic, to attack (or ignore) empowerments, specific magical signatures, that sort of thing. Of course, as is always the case, if you know it's there, measures can be taken to fool the Dysfunction.
The Dysfunction is wired up with extremely good reflexes as well as a strong psyche, because it's supposed to be able to 'shoot down' incoming combat/summoning spells before they take effect. Thus if it detects an enemy sorcerer casting a lightning bolt spell (or, indeed, any kind of spell), it will try to disrupt the spell before it's finished. Thus the Dysfunction is (supposed to be) capable of providing a magical defence against summoned physical attacks, by the simple process of buggering up the initial summoning (I'd appreciate knowing in advance if this isn't possible. Skyrie would certainly know).
Note also that, even if the Dysfunction has a designated recipient other than the caster, it remains unable to affect anything with the caster's magical signature, and will (if 'on') attack the recipient's own spells unless instructed to behave otherwise by either the caster or the recipient. Naturally, the caster's commands override all else...
The Dysfunction incorporates the following Qualities and Powers:
- Mobility [1 point; 10 minutes]
- Combat Mastery [4 points; 40 minutes]
- Able to Speak and Sing [2 points; 20 minutes]
- Magically Resistant [1 point; 10 minutes]
- Self-Charging [4 points; 40 minutes]
- Enhanced Sensorium [2 point; 20 minutes]
- Extraordinary Psyche [4 points; 40 minutes]
- Hardwired Spell (Dispel Magic) [4 points; 240 minutes]
On to a page of Skyrie's Empowered Items.
Back to the Skyrie Page.
Or go back to the NTHPACHA Top Page.