Difference between revisions of "Gather Power"
Benethyarr (talk | contribs) |
(No difference)
|
Revision as of 14:09, 29 April 2009
Cost: 5
Ability Type: Passive Ability
Related Skill: Spellcasting
Prerequisites: Spellcasting 5, and Advanced Willpower Channelling
By gathering energy for a number of rounds you may increase the effective Power available from any one Channel by up to 50% (round up), though the additional energy gained is in the form of Temporary Power and is therefore not useful for maintaining spells. Charging does not count as an action and accumulates Power in 10% increments over the course of up to 5 rounds. As the charge builds it causes a visible field of energy to begin to form around you.
If you do not discharge the gathered energy once maximum charge is reached you must make a Spellcasting check, with Difficulty equal to 15 plus the amount of charge held, in order to control the gathered magic. This check is repeated in every round that you continue to hold the charge, until either you fail the check or use the Power to cast a spell. If the check is failed then the energy is released in an uncontrolled fashion, shorting back into the Astral Plane through your mind and causing you Psychic Damage equal to the amount of Power released multiplied by 1d6. On a Fumbled check multiply the amount of Power by the Fumble Severity instead.