Unravel:

 

 

Unravel

 

Leaves Spell-Runes and wards magically placed to hinder or harm intruders harmless for a time.

 

Modification-Point Cost (M.P.C.) : 18

Prerequisites --------------------------- : Enchanter

Ability-points to invoke:

None (this is an enchanter spell).

Area of Effect:

All Spell-Runes and magical wards within 1 space (5') of the caster.

Avoidance-Roll:

Pit Mental-strength vs. your foe’s Mental-strength with the original caster of the Spell-Rune or warding rune and win to successfully subdue its magic for a time.

 

If the caster fails to successfully subdue a Spell-Rune or ward it will be set off, no matter the conditions set by its creator.

Casting Time:

4 turns (20 seconds)

Damage:

None.

Duration:

1 turn (5 seconds) x the level of the caster.

Effect Time:

Instant.

Explanation:

Unravels a single spell ward for a time. The G.M. will roll up the mental-strength of the caster and then a race to four will begin. It is very exhausting for the Enchanter to Unravel such runes and wards. See: “Resting time”.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

Caster only. See: “Area of Effect”

Resting Time:

The enchanter must rest for 1 hour per spell or ward he or she Unravels. Remember that this is NOT Expel Magic; this simply makes the spell or ward non-functional for 3-D20 hours + 1 hour per level of the caster.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

9

Susceptibilities:

None.

Value:

18,000 white-gold