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<blockquote data-quote="Water Bob" data-source="post: 7517614" data-attributes="member: 92305"><p><strong>Fantastic Spell: WARD BY WILL</strong></p><p></p><p></p><p>You'll find this spell on page 242 of the core rulebook. It requires 7 ranks in Knowledge (Arcana), so your character will have to be at least 3rd level to throw the spell (unless the character picks up some bonus ranks, which is possible, and which means the character might be able to throw this spell at a lower level). The character also needs to know the Warding spell from page 238.</p><p></p><p>You can throw this spell quickly--in the blink of an eye. Ward By Will requires a verbal component, and the casting time is a Free Action.</p><p></p><p>For the verbal component, come up with something that the player can say very quickly. Maybe a quick, magical phrase: "Vistari!" It is said every time the character invokes the spell.</p><p></p><p>Or, an even better idea is to come up with something that feeds into the roleplaying of the character. For example, a Stygian sorcerer may say something like, "Scales of Set!" A priest of Mitra may say use the verbal component of, "Mitra protects! Mitra shield me!" Or, "Power of Mitra!"</p><p></p><p>Either come up with something interesting that your player can remember and use every time he uses this spell, or, have your player get creative and come up with something.</p><p></p><p></p><p></p><p>The spell is awesome. For every power point spent, the warding the spell provides is 2 Damage Reduction. If the character spends 2 power points, then the character benefits from DR 4 for that combat round.</p><p></p><p>The DR is only against physical blows, and armor piercing works normally.</p><p></p><p></p><p></p><p>The beauty of this spell lies in the Sorcery Law of Success (from page 229). Whenever the spell works as intended, casting it again the following the round only costs half the PP cost, rounded down, to a minimum of one.</p><p></p><p>So, let's say that you are a 3rd level Scholar with WIS 16 and 8 Power Points. You cast this spell when someone attacks you with a sword, and you spend 4 PPs to get DR 8.</p><p></p><p>If your foes hits you, and you benefit from the DR 8, then the spell as worked as intended, and you can use the same spell again the next round at half the cost.</p><p></p><p>So, round two, you spend 2 more points (you've spent 6 of your total of 8), and you still get DR 8.</p><p></p><p>Again, if the spell works as intended, on round three, you can spend 1 PP to get DR 8.</p><p></p><p>And, on round four, you can spend your last PP to get another round of DR 8.</p><p></p><p></p><p></p><p></p><p></p><p><strong>Unless you have a sorcerer in the character party</strong>, I suggest that you keep the rules for sorcery in the game secret. Keep the players as clueless about how magic works as their characters should be.</p><p></p><p>If you do this, you can get a side benefit: By round two or three, your attacker may think that you can have DR 8 indefinitely. You can play it up, too, by having the sorcerer character say something in combat, like (after a strike or two where the DR 8 has been used), "You can't harm me, mortal! Swing until your arms tire, it matters not!"</p><p></p><p>Sorcerers use their minds as well as any other asset they have at their disposal. Screwing with the minds of their enemies is definitely a tool used when possible!</p></blockquote><p></p>
[QUOTE="Water Bob, post: 7517614, member: 92305"] [b]Fantastic Spell: WARD BY WILL[/b] You'll find this spell on page 242 of the core rulebook. It requires 7 ranks in Knowledge (Arcana), so your character will have to be at least 3rd level to throw the spell (unless the character picks up some bonus ranks, which is possible, and which means the character might be able to throw this spell at a lower level). The character also needs to know the Warding spell from page 238. You can throw this spell quickly--in the blink of an eye. Ward By Will requires a verbal component, and the casting time is a Free Action. For the verbal component, come up with something that the player can say very quickly. Maybe a quick, magical phrase: "Vistari!" It is said every time the character invokes the spell. Or, an even better idea is to come up with something that feeds into the roleplaying of the character. For example, a Stygian sorcerer may say something like, "Scales of Set!" A priest of Mitra may say use the verbal component of, "Mitra protects! Mitra shield me!" Or, "Power of Mitra!" Either come up with something interesting that your player can remember and use every time he uses this spell, or, have your player get creative and come up with something. The spell is awesome. For every power point spent, the warding the spell provides is 2 Damage Reduction. If the character spends 2 power points, then the character benefits from DR 4 for that combat round. The DR is only against physical blows, and armor piercing works normally. The beauty of this spell lies in the Sorcery Law of Success (from page 229). Whenever the spell works as intended, casting it again the following the round only costs half the PP cost, rounded down, to a minimum of one. So, let's say that you are a 3rd level Scholar with WIS 16 and 8 Power Points. You cast this spell when someone attacks you with a sword, and you spend 4 PPs to get DR 8. If your foes hits you, and you benefit from the DR 8, then the spell as worked as intended, and you can use the same spell again the next round at half the cost. So, round two, you spend 2 more points (you've spent 6 of your total of 8), and you still get DR 8. Again, if the spell works as intended, on round three, you can spend 1 PP to get DR 8. And, on round four, you can spend your last PP to get another round of DR 8. [b]Unless you have a sorcerer in the character party[/b], I suggest that you keep the rules for sorcery in the game secret. Keep the players as clueless about how magic works as their characters should be. If you do this, you can get a side benefit: By round two or three, your attacker may think that you can have DR 8 indefinitely. You can play it up, too, by having the sorcerer character say something in combat, like (after a strike or two where the DR 8 has been used), "You can't harm me, mortal! Swing until your arms tire, it matters not!" Sorcerers use their minds as well as any other asset they have at their disposal. Screwing with the minds of their enemies is definitely a tool used when possible! [/QUOTE]
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