Virtual Adept Symbol   010: LABEL"Disbelief, Wards, and other Defensive Magicks"
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Disbelief:  Disbelief is a special category of Countermagick.  It
allows the mage possessing it to counter any and all effects
going off nearby that radically violate his personal paradigm. 
Disbelief is rolled like Standard or Indirect Countermagick but
takes no action and does not use up the mage's Arete pool. 
Disbelief applies only in two specific circumstances: (1) A
Technomancer can Disbelieve any Vulgar effect cast by a mystic or
orphan mage if, and only if, the Technomancer in question has
never cast any effects without the use of Foci.  (2) A mage whose
personal paradigm prevents him from learning a certain sphere or
effect can Disbelieve any Vulgar application of that sphere or
effect.  Disbelief never works against coincidental effects and
cannot function in the Umbra.  Note that any effect that is
Disbelieved is considered 'in front of witnesses' as well.


Other Defensive Effects:

Continuous Countermagick  Prime **
    This effect adjust local Prime resonances to protect the
caster from all forms of hostile magick.  A powerful mage can
hold off a number of others for an extended period if he
maintains his concentration.  This effect requires continued
effort after the initial casting - any attempt to evoke other
effects end it immediately.
    [This effect requires no spheres beyond Prime **.  It is a
wholly defensive use of Magick.  After invoking this Rote, which
is difficulty 8, the caster can perform the equivalent of
Standard Countermagick against any and all effects directed
towards him using an equivalent Arete equal to the Intensity he
achieved with the initial casting.  No additional sphere
knowledge is required and no action is used up, though any other
use of Arete ends the effect immediately.  The caster does not
have to drop existing effects to use this magick and can continue
to utilize previously activated Talismans as well.]
    F/X -  Like countermagick, this effect is Static Magick.

Anti-Magick  Prime **
    This effect sets up a Prime resonance hostile to the use of
Dynamic Magick.  It is frequently used to hinder rival mages in
situations when countermagick might not be a viable option.
    [Anti-Magick works much the same as described in The Book of
Shadows and Mage 2nd Ed.  The caster can spend Quintessence up to
the Intensity of the effect.  Each point of Quintessence
increases magick difficulties within the affected area by 1. 
Intensity is limited to the caster's rating in Prime.  Anti-
Magick can also be cast Directly at a mage, so that only his own
difficulties are affected, though the mage can resist with
willpower and use Countermagick to defend himself.]
     F/X - Like countermagick, this effect is Static Magick.

Magick Resistance   Any Sphere or Spheres *
     This Rote solidifies the mage's personal reality with
respect to some or all Spheres.  The effect is limited to her own
Pattern and any patterns of matter that she is carrying when it
begins.  Magic Resistance has no effects on spells already
affecting the mage nor does it defend against Static magick. 
However, all other magick directed at her while the Rote is in
effect is opposed, even the mage's own.  
     [This rote lasts the standard duration.  The highest level
effect to be opposed must be chosen when the spell is cast.  Each
point of Intensity over that level gives the subject one die of
Magic Resistance.  This effect is cumulative with the mage's
countermagick and resistance rolls, so it can render her nearly
invulnerable to lesser magicks.  However, any magic the mage
casts on herself is also affected.  Unlike regular countermagick,
Magick Resistance does not offer any help to others targeted by
the same spell as the caster.]

Standing Wardspell  Correspondence *  Entropy ***  Forces ** 
                    Life ***  Matter **  Mind **  Prime ** 
                    Spirit **  Time ***
     This Rote grants Magick Resistance to another person, an
object, or an area defined by the caster.  As with Magic
Resistance, a Wardspell resists any Magick from the spheres used
in its creation that is not Static.  In the case of a Warded
area, all magick cast into, from, or through the area is
resisted.  Likewise a mage protected by another's Standing Ward
has all magick he casts, other than Static Magick resisted. 
Standing Wardspells are much harder to create than personal
Magick Resistance, but they are well worth the effort. 
     [In order for a Wardspell to work, it must be made a
permanent part of Static reality.  Thus a minimum Power of
twenty-five is required to enact the effect.  The sphere ratings
above are the minimums necessary to make a Wardspell effective
against a particular sphere.  For instance, a Wardspell meant to
protect against Forces and Matter effects could be cast only by a
mage with Forces 2+ and Matter 2+.  The dice of magick resistance
of a cooperatively cast Standing Wardspell are determined by the
Intensity of the effect.] 

Ward      Correspondence **  Entropy ***  Forces **  Life *** 
          Matter **  Mind **  Prime **  Spirit **  Time **
    A Ward is a barrier against magickal effects.  Typical Wards
act like walls, blocking the passage of magick in either
direction.  Many of them have a key - an object, password, or
other means of identification - that allows a mage to cast
effects through them.  Such keys can be faked with an Enigmas
roll and/or appropriate use of magick.  Some Wards are designed
to prevent any use of magick within their confines.  These
'Blanket Wards' are very effective at protecting their charges,
but obviously limit the abilities of those within them as well.
     [Wards must be created with sufficient Power to cover the
area protected.  A ward can be set to stop any effect or effects
of the spheres used in its construction.  Any effect attempting
to penetrate a Ward must have a higher intensity than the Ward or
it will either fail or 'splash' off the 'surface' of the Ward. 
Generally direct effects simply fail, while indirect ones
manifest at the border of the Warded area.  When an effect
successfully penetrates a Ward, it retains its full Intensity and
Power.  Piercing a Ward does not destroy it:  Unweaving is
required.  The effect of Blanket Wards is similar:  effects which
exceed the Ward's Intensity go off normally, those that do not
fail completely.]
     F/X - Wards are considered Static Magick if they are
designed to function only against Vulgar Magick, otherwise, they
are Coincidental.

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