Arcade

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MageSpells ● Arcade (Redirected from RAW:Arcade)
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Space ●●●●
Extended Mana
Vulgar Weaving
Duration Transitory
Reign of the Exarchs.jpg
Reign of the Exarchs, p. 22
Rotes
The Mysterium : Hall of Doors
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The mage can cast up to three portals (see Mage: The Awakening, p. 238), each to a different destination. As with “Portal,” the more familiar the casting mage is with each location to which he creates a doorway, the easier it is to successfully cast the spell.

  • Practice: Weaving
  • Action: Extended (target number is based on the degree of sympathetic

connection with the most diffi cult location chosen)

The target number is determined by the caster’s sympathetic connection to the most diffi cult destination to connect to.

Connection / Successes

  • Intimate = 3
  • Known = 5
  • Acquainted = 8
  • Encountered = 12

This spell is an all-or-nothing proposition, with the total number of successes determined by the least-known destination. For example, if the caster is acquainted with two of the destinations but has only encountered the third, he must accrue 12 successes to cast the spell. If he rolls eight successes, and is then halted, the spell doesn’t take effect. Each portal of the “Arcade” spell can accommodate one person of Size 5 or less per turn (larger people can spend two turns squeezing through). Each success added to the target number allows the mage to widen all portals so that one additional person can pass through per turn. All “Arcade” doorway entrances and exits can be placed anywhere that allows a person of Size 5 or less enough freedom of movement to enter or exit in a single turn. Note that, without applying the “Portal Key” spell described in Mage: The Awakening (p. 240), the caster cannot limit who can use the “Arcade” doorways. Nearby enemies can attempt to step through, too. Additionally, people can be forcibly thrown into any of the doorways as long as a hold is fi rst achieved in a grapple action (see Unarmed Combat, p. 157 of the World of Darkness Rulebook), after which the grappler can shove the person through a doorway as an overpower maneuver.


Mysterium Rote: Hall of Doors

Mysterium mages use this rote to muddle their escape or divide any pursuers foolish enough to follow. Well-traveled mages also use this spell when the need for a “divide and conquer” approach is necessary. Mysterium mages use this rote to research time-subject matter, while Adamantine Arrow mages use “Hall of Doors” to set up impromptu ambushes against their foes.

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