diff --git a/spheres.tex b/spheres.tex index f34b4dda895fcadafc9826dbf0088a2e1d84b095..0fe0aaa27162e7431ffb6c12846cf55db26d2416 100644 --- a/spheres.tex +++ b/spheres.tex @@ -686,19 +686,6 @@ For example, if a door were at \gls{tn} 8 to burst through, a mage with Intellig Mages can also create barriers of pure force to block passageways without a door, just as with mage armour. The blockade has a number of \glspl{SP} equal to triple the level of Force sphere being employed, plus the mage's Intelligence Bonus and must be battered through with repeated blows to get through the portal. -\spell{Mage Sight}{Continuous}{Vigilance}{Sense the world without sight}\\ -The mage can `feel' by delicately touching things with mental movement rather than actually seeing them. They can see in complete darkness whether underwater or on land. - -The mage rolls Intelligence and Vigilance at \gls{tn} 6 plus the spell's level. -The spell covers a progressively larger area depending upon the level used. - -Mages able to perceive events multiple areas away make for legendary spies, although the power is limited by the fact that while the make can feel events at a distance, they cannot hear voices or read anything. - -Any two mages `looking' at the same area can feel each other's presence and instantly understand that someone else is using Mage Sight. -They can even identify the other mage with a Wits + Empathy roll. - -This spell cannot be cast on others -- the target is what is being felt. - \spell{Slow Fall}{Continuous \& Instant}{Athletics}{Reduce falling damage}\\ When people (or even items) are falling to their doom, force mages can slow the decent, limiting the Damage from such a fall. The total spell grants a resistance to any Damage incurred through falling equal to 4 points per level of the Force sphere used, plus the mage's Intelligence score.% @@ -761,6 +748,19 @@ The shield can be placed on others if need be, not only the mage. Armour does not block Damage going onto \gls{SP} -- the character simply subtracts \gls{SP} without any \gls{dr}. The Mage Armour is not affected by a Vitals Shot -- it protects all around, counting as Perfect armour, although not quite continuously enough to keep out water or gasses. Multiples of such spells do not stack -- only the highest is used. +\spell{Mage Sight}{Continuous}{Vigilance}{Sense the world without sight}\\ +The mage can `feel' by delicately touching things with mental movement rather than actually seeing them. They can see in complete darkness whether underwater or on land. + +The mage rolls Intelligence and Vigilance at \gls{tn} 6 plus the spell's level. +The spell covers a progressively larger area depending upon the level used. + +Mages able to perceive events multiple areas away make for legendary spies, although the power is limited by the fact that while the make can feel events at a distance, they cannot hear voices or read anything. + +Any two mages `looking' at the same area can feel each other's presence and instantly understand that someone else is using Mage Sight. +They can even identify the other mage with a Wits + Empathy roll. + +This spell cannot be cast on others -- the target is what is being felt. + \spelllevel \spell{Telekinetic Grasp}{Continuous}{Combat}{Wrestle a target down with psychic force}\\