Seed: Banish: Difference between revisions

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=Rank 1 - Magic Circle=
=Rank 1 - Magic Circle=
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|Sanctuary like circle that prevents attack (with an opposed roll using Summon rules) from spirits, undead, and outsiders. If you attack or take other violent action the circle is broken.
|Caster inscribes a runic circle that prevents entry or attack from Spirits, Undead, and Outsiders. If a target protected by the circle attacks or takes violent action the circle collapses. The circle may be inscribed up to a 1 yard radius x Rank. Casting Magic Circle is a Ritual that requires 1 round per yard radius constructed. If a Spirit, Undead, or Outsider attempts to enter or attack targets inside the circle, the caster rolls Intelligence + Sorcery + Banish opposed by the Outsider’s Rank x 2. The circle may only repel targets of equal or lesser rank. The circle lasts until the protected targets all leave its bounds, or 24 hours.
Push: +1 Rank (+2 to Outsider’s roll per push), +1 Potency (1 dice), +1 Size (+1 yard radius), +1 Duration
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=Rank 2 - Disperse=
=Rank 2 - Disperse=
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|Deals substantial damage to spirit, undead, or outsider that ignores magic armor.
|Deals Mortal damage to Spirit, Undead, or Outsider that ignores Magic Defense.
Push: +1 Potency
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=Rank 3 - Banish=
=Rank 3 - Banish=
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Latest revision as of 11:11, 27 December 2016

Rank 1 - Magic Circle

Caster inscribes a runic circle that prevents entry or attack from Spirits, Undead, and Outsiders. If a target protected by the circle attacks or takes violent action the circle collapses. The circle may be inscribed up to a 1 yard radius x Rank. Casting Magic Circle is a Ritual that requires 1 round per yard radius constructed. If a Spirit, Undead, or Outsider attempts to enter or attack targets inside the circle, the caster rolls Intelligence + Sorcery + Banish opposed by the Outsider’s Rank x 2. The circle may only repel targets of equal or lesser rank. The circle lasts until the protected targets all leave its bounds, or 24 hours.

Push: +1 Rank (+2 to Outsider’s roll per push), +1 Potency (1 dice), +1 Size (+1 yard radius), +1 Duration


Rank 2 - Disperse

Deals Mortal damage to Spirit, Undead, or Outsider that ignores Magic Defense.

Push: +1 Potency


Rank 3 - Banish

Attempts to dispel spirit, undead, or outsider forcing them back to their home plane. This destroys animated undead, and un-manifests spirits and outsiders.


Rank 4 - Mass Banish

Attempts to dispel a large number of spirits, undead, or outsiders as per Banish. If this fails the targets take damage instead.


Rank 5 - Planar Lock

Creates a large area that prevents planar travel including Manifest from summoned outsiders or spirits, teleportation, or other forms of planar travel. This field does not expel forms who are already Manifested, and will prevent them from entering the Gauntlet or being released. The field will not interfere with non-travel planar powers such as Seed: Energy.