CountermagicThere are 5 different types of counter-magick. The type of counter-magick must be declared before any contested rolls take place.
Countering the effects of a Talisman is handled in the same fashion as the above methods describe, with the exception of Sphere vs. Sphere. Countermagick and Other Supernatural CreaturesMages can employ countermagick to stop the magickal attacks of Vampires and Werewolves, and Ghosts. To counter Garou Gifts or Spirit Charms the mage must have the sphere of Spirit plus any other Spheres appropriate to the particular Gift or Charm. The ability of Garou to shift forms cannot be countermagicked, however, conjunctional Life 4 and Spirit 3 could be used to hold a Garou temporarily in a particular form. To counter most Vampiric Disciplines, the mage need only have those Spheres involved in the particular use of the Discipline being countered. Thus Dominate can be countermagicked by a mage with the sphere of Mind. Those disciplines that use Blood Points must be countered with Prime as well. Wraith Arcanos can be countered if the Mage has Entropy plus any other spheres appropriate to the particular Arcanos (or Thorn) being used. In most cases, when the Wraith must reach across the Shroud to attack the mage, Spirit will also be necessary. When facing non-sphere magick, the Mage must have all of the necessary Spheres to perform Countermagick. Countermagick using a single Sphere and Anti-Magick (both detailed in the Book of Shadows) cannot be used. Sphere Effects:Werewolves are affected much the same as normal humans (or wolves). One exception is the use of Life 4 to transform Garou. A Garou can make an extended Stamina + Primal Urge roll, difficulty equal to the difficulty of the spell used to transform him (typically 7) to return to one of his forms, regardless of what he has been changed into. The conjunctional use of Matter and Life to change a Garou to non-living matter circumvents this advantage. Vampires are completely unaffected by direct Life magick. However they can be affected by direct use of Matter. Matter 3 or higher can be used to damage Vampires and this damage is aggravated if the effect is Vulgar and Prime of at least 2 is employed. The amount of damage done is standard. Matter 4 can be used to transform Vampires only if cast conjunctionally with Prime 3. Entropy 3 can also do direct, aggravated damage to Vampires - 3 Health Levels per success. Finally, Prime 4 or higher can be used to damage or alter a Vampires pattern. As with Matter, the amount of damage is standard, and is aggravated only if Vulgar. Finally, it is possible to steal quintessence from a Vampire using Prime 3 or greater. Each success reduces the Vampire's Blood Pool by one and gives the mage a corresponding point of Quintessence. Wraiths are unaffected by direct Pattern Magick. Indirect Pattern Magick can still work if the Wraith is manifested in the real world or if the mage is confronting it in the Umbra. Wraiths can be affected by Spirit magick in the same way the living are affected by Life. Likewise, Relics can be affected by Spirit in the manner of the Matter sphere. The mage must have some understanding of Entropy in order to do so, however, as stuff of the Shadowlands in permeated by it.
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