With this spell, a mage can create a localized earthquake by manipulating the balance of force and pressure beneath the ground.
This spell inflicts damage upon structures such as buildings within its targeted area equal to the spell’s successes. Dexterity + Athletics, minus the spell’s successes, is rolled for living beings to remain standing. In uncommon cases, those in the area (especially those who fall down) may suffer a Health wound or two of damage, almost always bashing (Storyteller’s discretion). Being in a narrow stairwell filled with plummeting debris may involve more damage, as might being beneath a falling statue, but such occurrences are judged on a case-by-case basis.
Successes
| Area Effected
|
1
| 5 yards
|
2
| 10 yards
|
20 yards
|
4
| 40 yards
|
5
| 80 yards
|
Characters who fall into objects take damage normally[1]. A person in the radius who is sent “falling” upward travels at the same rate as someone falling downward, but once he exits the radius affected, he is subject to normal gravity again. Although his momentum might still send him upward for a turn or two, the natural downward pull of gravity brings him back down — unless he falls into the radius of the altered gravity, which sends him upward again. He might oscillate between the area of altered gravity and normal gravity until the spell expires.
Adamantine Arrow Rote: Fist of Heaven
The earth itself can be used as a weapon by a mage of the Adamantine Arrow. With this rote, not even the ground that enemies stand on is safe.
Guardians of the Veil Rote: TNT
Guardians of the Veil occasionally make use of this rote, using tremors to cover up stranger happenings, or to demolish a site before inquiring eyes spy things they were not meant to see.
References |
- ↑ See “Falling,” p. 179 of the World of Darkness Rulebook
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