Range and Targets
Rote · Mage
The usual rules apply to sleep-spells cast across a distance and/ or cast on several characters at once. Range will depend
upon the method the mage employs (gas, hypnotism, blow to the head, and so forth), although the normal “range of perception” and Correspondence Sphere systems set the actual limits of the Effect and its range.
The player can use extra successes to send several characters to sleep, or else employ the Magickal Feats chart to determine how many successes she needs to knock out a number of targets at once. The second option, honestly, is easier to use, and it better suits the archetypal image of the sorcerer whispering “Sleep now, my friends” as a bunch of dudes keel over and begin to snore.
For mages who wish to use their Arts to deceive other characters, the Mind and Forces Spheres provide an array of potential deceptions. As an overall rule, Mind-based illusions tend to be internal (that is, unaffected parties cannot perceive them), while Forces-based illusions (fueled by Prime-Sphere energies) create physical phenomena that anyone in the area can perceive.
The entries below provide information about different sorts of illusions and the permutations involved with them. As always, the scope and complexity of the feat determines the number of successes involved. A false echo of a child’s cry would require a success or two, while a fully realistic Chieftain tank would demand 20 successes or more. For examples, see
See also 5
Charts & Tables
- Magickal Feats shared/rule/chart/magickal-feats
Spheres
- Correspondence mage/power/sphere/correspondence
- Forces mage/power/sphere/forces
- Mind mage/power/sphere/mind
- Prime mage/power/sphere/prime