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Counter magic.

Posted by AzraileFor group 0
Azraile
GM, 1305 posts
The Storyteller
Dislexic
Sat 30 Nov 2013
at 02:37
  • msg #1

Counter magic

I would like to remind people you can use counter magic here people. lol

But you can use magic to remove the affects on people... some one has magic armor you can't get through... you can weaken it with counter magic, might take a little time if it's an artifact but you can brake them this way..... i some one just created a forcefuild though... you can counter that almost as quickly as they created it giving an opening for your alies.....

Just though you guys arn't using counter magic much talking about gluttony with Huoshui, Kairos could have used spirit magic to strip away his spirit armor forcing him to call on it again or go with out.

Types of counter-magic are bellow, every kind takes your magic for the turn and spirit or prime sphere is required to counter fara gifts, wraith arcanos, or spirit charms. Every kind of countermagic can't have the difficulty reduced with quintessence, instead willpower must be used.:


Anti-Magic

The simplest form of counter magic there is. However it is the easiest to get around too. This creates an area of stabilization to the pattern in a way you wish making magic of certen types harder, or harder for certen people. The means of how you restrict magic are rather up to you, but the mechanics are the same.

System: Needs Prime 2, each point of quentessence spent increases magic/power difficulties by 1  (this can brake the +3 limit).  However one only needs Prime 2, and to spend quentessence in the same manor to undo this.


Basic Countermagic

Basic countermagic is basically a soak roll for magic. They must have some knowledge of the magic/powers used agenst them (1 point in the sphere). This removes success from magics targeted at you.

System: Needs 1 dot in every sphere used in the spell used agenst you. Arete roll, Diff is 7, each success on the counterspell removes a success from the spell.

Offensive Countermagic

When spells are aimed at some one else countering magic is a little harder.

System: Same as basic counter magic, diff 8 instead.

If the mage feels ballsy he can try and turn the spell back on the user.

System: Same as basic counter magic, diff 9, each success over the original spell counts as one success of the original spell turned back on the attacker.

Sphere Vs Sphere countermagic


Not everyone knows a lot of spheres, or has knowledge in prime. In such a case they have to rely on a bit of a brute force method of attacking the magic with there own magic. This is not always particularly affective mind you and if done wrong will only fuel the spell, but if one knows what there doing they can they can use what magics they do know to throw a spell off and muck it up.

System: The affect must disrupt the magic in some way, IC/RP wise what your doing has to make some sense here. Then one rolls there Arete, diff 8 to disrupt the spell similar to basic counter magic.

Unweaving

Your not always there when the magics are woven into the pattern, that's where unweaving comes in. However being that the magic generally isn't going anywhere, they can work to undo it over time, rather than the rushed urgency of countermagic.

System: Need at lest 1 dot in the spheres involved and Prime 1 or an awareness of 4. In an extended action the player must use there arete to brake down the magic bit by bit till it falls apart. Given they have time to study the magic they may use an ability roll to lower the difficulty of the Unweaving. (but still can't spend quintessence to do so)  The diff is 8 and continues until the mage fails or botches a roll. Failing increases the diff by 1 (unless the mage spends a willpower), and botching ends the prossess and makes them start over.

NOTE!: The moment some one starts an unweaving the original caster may roll wits + intuition, diff 7, to figure out some one is messing around with there magics.
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