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Description

This spell uses magical force to drive a target away from the magician. It has both defensive and an offensive functions. A magician can use it against an attacker to help effect an expeditious retreat; to split up an enemy group or formation; or to temporarily neutralise an enemy magician. When the spell's power fades the target is usually quite some distance from their original position, meaning that even after the magical effect ends the target still needs to waste time recovering to their previous position.

The magical force unleashed by this spell is invisible and soundless, but irresistable. While some magicians make a point of performing massive, heroic strikes with their implement, the spell is just as effective when delivered with a light brush. Theoretical magicians believe that the spell draws additional force from another place - they agree that it amplifies even the minimal energy of a gentle tap to supernatural proportions.

Several crafted impements exist that grant additional access to repelling magic, such as the Tumultuous Gyre rod which allows a battle mage to strike two targets with one casting of the spell. Of particular interest to magicians who master the repel incantation is the Witches' Hammer, a rod that allows the wielder a limited ability to unleash all the energy of the spell in a single concentrated burst that can ruin weapons and shields; and the Furrowed Wake, a staff that allows a magician to focus the energy of the spell send their foe sprawling rather than driving them away - leaving them easy pickings for the spellcaster and their allies.

Casting

Effects

You may call REPEL against the target struck by your implement.

Repel uses a magical force to drive the target away from the caster. They must move away at a brisk walk or faster for ten seconds or until they have retreated at least 20'.

Sample Spellcasting Vocals

  • "You shall reap the whirlwind - REPEL!"
  • "Kimus sees you, she knows your name - REPEL!"
  • (affecting a haughty or commanding demeanour) "Who are you, to stand before a Prince? - REPEL!"

Common Elements

  • Rune Magic: TBC
  • Astronomancy: TBC
  • Dramaturgy: TBC
  • Other traditions: A Dawnish witch might evoke the thundering charge of the mythical unicorn, or the echoing roar of the mighty chimera when casting this spell.
  • Realms: Driving or hurling an enemy away has resonance with the realm of Summer, while themes of magical force have an affinity with the realm of Day.