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Description

This spell drives 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, or to split up an enemy group or formation, or to temporarily neutralise an enemy combatant or magician - when the spell's power fades the target is usually quite some distance from their original position.

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 focused burst that can ruin weapons and shields.

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.