Flame Ward in Changeling 2512 | World Anvil
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Flame Ward

A Fire-affiliated changeling may mark an area or object with a protective glyph that provides protection for the changeling and their allies within and a deterrent for their enemies without. Allies protected by the ward gain a -1 difficulty bonus to all Athletics rolls and a +1 bonus to their Strength Attribute while they are inside the warded area. Enemies that touch the ward or cross its threshold experience a sudden rush of terror and must roll their Courage dice to Resist Panic. All enemies within the warded area must make this Courage roll every turn they remain within the ward's perimeter.   To cast the ward, the changeling must mark off an area no larger than 30 feet in diameter with symbols and words representing the element of fire. When completed, the changeling must spend a point of glamour to activate the ward. If the changeling wishes to extend the protective charm to other individuals, an additional glamour point must be spent per character protected. The spell caster does not need to provide the entire glamour cost alone, as any changeling or chimera may chip in their own glamour to help pay the cost to cast the ward so long as the spell caster acknowledges them as an ally.

System

Cost: 1 Glamour Trait per character protected by this ward.   Range: The spell caster must remain within the boundaries of the warded area for the effect to remain in place. Once the spell caster leaves, the ward dissipates though the glyph markings remain and may be activated again so long as they remain undisturbed.   Special 1: The spell caster may place the glyph on an object like a coin or weapon. This sort of casting allows them to carry the protection of the ward with them while inflicting negative status effects on anyone touched by the object.   Special 2: The spell caster may invite more people into the warded space after the spell has been cast so long as the glamour cost is paid for each new character protected by the ward.   Roll: N/A. This power launches once the glamour cost has been paid.   Base Difficulty: N/A   Damage: The negative status effect of this power does not deal direct damage.   Prerequisites: None

Elemental Powers

Elemental Cantrips harness the power of one of the eight primal elements of the Fae: Air, Earth, Fire, Water, Life, Death, Light, and Darkness. When a changeling casts an Elemental Cantrip in the Dreaming it is considered a Chimerical power. When the same spell is cast on the Prime Reality Plane, it is considered a Wyrd power.

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