Craft Magic Seal

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Requirements

  • Channelling, Shamanism, Magecraft, or Sorcery Source Rank 2 or higher
  • Rank 1–3. Rank 1 costs 2 CC Points or 3 GXP × Rank. Ranks 2 and 3 each cost 1 additional CC Point or 3 GXP × Rank.

The caster gains the ability to prepare spells and powers as magical inscriptions called Seals, which activate when predetermined conditions are met. Creating a Seal requires a Ritual lasting 10 minutes per Rank of the contained spell or power and expends its normal Mana cost. Only Rank 1-3 spells or powers capable of affecting a target other than Self and resolving without additional choices or direction from the caster may be placed into a Seal.

Unless otherwise noted:

  • Seals remain active for 24 hours, or until activated, destroyed, or dismissed.
  • A Seal tethered to a Nexus, Hallow, or Ley Line compatible with the Source of the contained spell or power remains active indefinitely while that connection is maintained.
  • Seals are consumed after activation.

Effects

Rank 1 Basic Sealcraft The caster may maintain up to 2 active Seals. When creating a Seal, the creator chooses a valid physical trigger and makes all choices required by the contained spell or power.

When activated, a contained spell or power that targets a single creature or object instead targets the creature or object that triggered the Seal, using the creator's normal casting dice pool. Area effects originate from the Seal. The contained spell or power otherwise resolves normally, including any applicable Defense.

Rank 2 Advanced Sealcraft The caster may maintain up to 3 active Seals.
  • Subtle Inscription: All skill rolls to detect, identify, or dispel the caster's Seals suffer a penalty equal to the caster's Craft Magic Seal Rank.
  • Selective Seal: When creating a Seal, the caster may designate specific creatures or an objectively identifiable category of creatures (such as Humans, Elves, or Outsiders) that neither trigger nor are affected by that Seal.
Rank 3 Master Sealcraft The caster may maintain up to 4 active Seals.

Linked Seals: The caster may Link any number of their active Seals into a sequence. When creating the Link, the caster determines the order in which the Linked Seals activate. When a Seal designated as the beginning of the sequence is triggered, each subsequent Linked Seal activates immediately after the previous Seal has resolved, regardless of its normal trigger condition. A Seal may belong to only one Link at a time. When a Linked Seal containing a single-target effect activates without being directly triggered, it instead targets the nearest valid target within the normal Range of the contained spell or power. If multiple valid targets are equally near, determine the target randomly. If no valid target exists, the Seal does not activate and remains intact.

Master Inscription: The caster is aware of the status of all their active Seals, may remotely activate or dismiss any of their Seals on the same plane, and may alter the Links between their active Seals without recreating them. The caster ignores penalties imposed by another character's Subtle Inscription when attempting to detect, identify, or disable their Seals.