Classification: Union // Open
Classification: Union // Open Ref mage/power/rote/shaking-the-earth

Shaking the Earth

Rote · Mage

Mage

One especially frightening application of elemental magick has nothing to do with meteorology. Instead, it shakes the surroundings with inescapable kinetic force. Although such feats depend more upon solid Matter than upon energetic Forces, “earthquake magick” demands both Spheres at the highest levels of their capacity. The results, however, are horrifically potent.

To literally make the earth tremble (or the house, or the castle, or the skyscraper…), the mage employs Forces 5/ Matter 5/ Entropy 3. The usual damage applies, including the extra success for using Forces.

Instead of damaging characters, however, the damage harms structures within the area of the quake: buildings, trees, anything that could be shaken apart by an elemental shrug. (See Bustin’ Stuff in Mage 20, Chapter Nine, pp. 439-440.) The resulting collapses could very well harm characters and other objects, and the surroundings might break apart under the strain, creating sinkholes, cracks, pits, crevices, and other dangerous terrain.

Generally, such quake-spells affect an area of roughly 100’ in diameter for each success rolled. The exact area, however, is a Storyteller call, based upon the surface, its general integrity, and its relationship to other surfaces nearby. It’s much easier to shake a small house apart than it is to tear up an acre of forest or a mile of desert sand, and so the Storyteller should let dramatic effect determine just how much damage a quake-spell inflicts on its surroundings and how badly that affects everything nearby.

See also 3

Spheres

  • Entropy mage/power/sphere/entropy
  • Forces mage/power/sphere/forces
  • Matter mage/power/sphere/matter
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