Moving Mountains
Rote · Mage
A slightly less outrageous application of high-Rank Sphere-work allows a mage to tear one location from its original spot and drop it into another area. This leaves a gaping hole, an empty space, or sometimes an impossibly polished blank surface where the original location had been. Rooms, buildings, and “huge tracts of land” can be lifted from one area and dropped into another.
In terms of game and story, such feats use all of the rules and consequences involved in Transposing Locations, with the following differences:
• Simply shifting one location to another demands Correspondence 5/ Forces 5/ Matter 5/ Prime 4.
• If there are living things (and there probably are) that need to be transplanted or otherwise adapted from their original location into the new one, the mage should add Life 4 if he doesn’t want them to die, and Mind 4 if he wants those organisms to not freak out when their surroundings suddenly transform.
• Without an additional Spirit 4 component, the Umbrascape in both locations will be badly scrambled, resulting in an area that “feels dead” or “holds an uneasy spirit.”
The Effect lasts for the normal Duration given on the Base Damage or Duration chart.
• The base number of successes depends upon the size of the location that’s being moved, as per the Moving Mountains chart. All other necessary successes get added onto that amount.
| Successes | Size of Location |
|---|---|
| Three | Tiny (car, tent, shed, outhouse, large box, average tree) |
| Five | Small (van, RV, hut, single-wide trailer, shrine, large tree) |
| Seven | Noticeable (small house, yurt, double-wide trailer, small garden, copse of trees) |
| 10 | Medium (suburban home, small shop, large garden, forest clearing) |
| 13 | Sizable (mansion, store, stone tower, city park, parking lot, forest grove) |
| 15 | Large (estate, shopping center, small castle, field, small hill) |
| 17 | Huge (office building, city block, shopping mall, square mile of wilderness) |
| 20+ | Vast (skyscraper, national landmark, mountain, five miles or more of wilderness) |
See also 7
Referenced by 1
Rotes & Procedures
- Clearing Crowds, and Getting Lost mage/power/rote/clearing-crowds-and-getting-lost