Redoid
02-22-2005, 02:41 PM
The intent of this spell, inspired by Mars' Glare, is to protect diplomats from harm during truce negociations. You don't want your commander to go with only a white flag to protect him? Have the negociations take place on sacred grounds.
Any non-magical weapon (made of wood, earth, stone...) entering the zone of effect is turned to dust. The spell must be sustained (as an instantaneous wouldn't protect from bringin wepons in after the spell is cast, and acts indistinctely on all weapons (friend's or foe's alike).
Raw abstraction: ob 8, syllables 33
Earth (ob 1, syllables 6)
Destroyer (ob 2, syllables 5)
Personal (ob 0, syllables 2)
Sustained (ob 2, syllables 4)
Double Presence (ob 3 syllables 16)
First distillation: ob 6, syllables 23
Earth (ob 1, syllables 6)
Destroyer (ob 2, syllables 5)
Personal (ob 0, syllables 2)
Sustained-Double Presence (ob 2.5 syllables 10)
Second distillation: ob 4, syllables 18
Earth-Destroyer (ob 1.5, syllables 5.5)
Personal (ob 0, syllables 2)
Sustained-Double Presence (ob 2.5 syllables 10)
Final distillation: capped, extension sigil, major sigil
Sacred Grounds, ob 3, syllables 90
The spells creates a zone, centered on the caster but who don't move with him, where arms are prohibited, and turned to dust. It's a safe zone, as the spell applys to arrows send to the zone: they shatter upon entering. The zone is twice the caster's presence in paces, and lasts as long as the caster sustains it.
Having the zone moving with the caster is a source of abuse (I envision parties of unarmed martial artists gathered around the sorcerer...) The incantation is long enough for this not to be a combat spell, hence the low obstacle. It's a must for leaders fearing assassination, and a nice surprise for players plundering temples.
Any non-magical weapon (made of wood, earth, stone...) entering the zone of effect is turned to dust. The spell must be sustained (as an instantaneous wouldn't protect from bringin wepons in after the spell is cast, and acts indistinctely on all weapons (friend's or foe's alike).
Raw abstraction: ob 8, syllables 33
Earth (ob 1, syllables 6)
Destroyer (ob 2, syllables 5)
Personal (ob 0, syllables 2)
Sustained (ob 2, syllables 4)
Double Presence (ob 3 syllables 16)
First distillation: ob 6, syllables 23
Earth (ob 1, syllables 6)
Destroyer (ob 2, syllables 5)
Personal (ob 0, syllables 2)
Sustained-Double Presence (ob 2.5 syllables 10)
Second distillation: ob 4, syllables 18
Earth-Destroyer (ob 1.5, syllables 5.5)
Personal (ob 0, syllables 2)
Sustained-Double Presence (ob 2.5 syllables 10)
Final distillation: capped, extension sigil, major sigil
Sacred Grounds, ob 3, syllables 90
The spells creates a zone, centered on the caster but who don't move with him, where arms are prohibited, and turned to dust. It's a safe zone, as the spell applys to arrows send to the zone: they shatter upon entering. The zone is twice the caster's presence in paces, and lasts as long as the caster sustains it.
Having the zone moving with the caster is a source of abuse (I envision parties of unarmed martial artists gathered around the sorcerer...) The incantation is long enough for this not to be a combat spell, hence the low obstacle. It's a must for leaders fearing assassination, and a nice surprise for players plundering temples.