================================================================= 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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