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Monte Cook's World of Darkness

Monte Cook's World of Darkness

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Published by: sgtfrag on Apr 01, 2011
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A spell might affect a single target or a large area of
space, depending on how many Area components you build
into it. Spells that affect areas come in one of four types:
cone, line, sphere or wall. For cones and spheres, you select
the origin point of the spell (which must be within the spell’s
range), and the effect radiates from that point to the extent
of the built-in area. Unless a spell is built so it originates
from you, all spell areas are fixed at the time of casting; for
example, you cannot create a cone spell and then turn it to
affect additional targets.




spell duration

chapter five: magic


chapter five: magic

Cone: A cone-shaped spell shoots away from you in a
quarter-circle in the direction you designate up to the spell’s
range. A cone-shaped spell starts from any corner of your
square and widens out as it goes. The magic does not turn
corners; the magic does not affect a creature around the
corner from the cone’s starting point.
Line: A line-shaped spell shoots away from you in a
line in the direction you designate. The spell starts from
one side of your square (or corner, if you send it diagonally)
and extends to the limit of the spell’s range or until the line
strikes a barrier that blocks line of effect (see “Spell Range,”
Line of Effect, below). A line-shaped spell affects all creatures
in squares that the line passes through.
Sphere: A sphere-shaped spell expands from its point
of origin to fill a defined spherical area. (Since the point
of origin is often on the ground, the spell’s Area usually
resembles a hemisphere.) The magic does not turn corners;
the magic does not affect a creature around the corner from
the sphere’s starting point.
Wall: A wall spell creates one or more five-foot-wide
squares (usually one inch thick) of matter or energy — wood,
stone, ice, fire, light and so on. Wall areas are also suitable
for illusion spells, particularly if the image is flat and im-
mobile (like an image of a wall or door), as two-dimensional
illusions of three-dimensional things appear distorted if
viewed at an angle (similar to watching a movie from the
corner of a theater).
Wall spells may be vertical, horizontal or any combi-
nation of the two. Wall-area spells are shapeable; you can
place the wall-elements anywhere you see fit within range as
long as each wall-element is connected to at least one other
wall-element along an edge. For example, you could create
four wooden walls in a square to make an enclosed room, a
snakelike wall of fire that meanders across a city street or a
U-shaped concrete conduit to redirect a flood.

Spells Affecting
Multiple Creatures

Some spells affect multiple targets, whether you select
them individually (such as a spell that shields four allies
against fire) or affecting all in an area (such as a cone of
magical fear). If something breaks the spell on one target, it
does not break the spell’s effects other targets. For example,
if your fire-protection spell absorbs 20 points of fire dam-
age and one of your allies runs through a burning building
and expends all 20 points, your other three allies are still
protected for the full 20 points. Likewise, a rival mage can
dispel the fear on one of his fleeing minions, but any other
minions continue to flee. To dispel the effect from all targets,
a mage must build a multiple-target or area dispel.

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