Difference between revisions of "Gather Power"

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<b>Cost:</b> 5<br />
 
<b>Cost:</b> 5<br />
 
<b>[[Ability]] Type:</b> [[Passive Ability]]<br />
 
<b>[[Ability]] Type:</b> [[Passive Ability]]<br />
<b>Related [[Skill]]:</b> [[Spellcasting (Skill)|Spellcasting]]<br />
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<b>Related [[Skill]]:</b> [[Meditation]]<br />
<b>Prerequisites:</b> Spellcasting 5, and [[Advanced Willpower Channelling]]<br />
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<b>Prerequisites:</b> Meditation 5, and [[Advanced Willpower Channelling]]<br />
  
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 [[Turn|rounds]]. As the charge builds it causes a visible field of energy to begin to form around you.
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By spending a turn gathering energy you may increase the effective [[Power]] available from any one [[Channel]] by up to 50% (round up to the nearest whole point), though the additional energy gained is in the form of [[Temporary Power]] and is therefore not useful for maintaining spells.
  
If you do not discharge the gathered energy once maximum charge is reached you must make a [[Spellcasting (Skill)|Spellcasting]] [[Skill Check|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 [[Fumble]]d check multiply the amount of Power by the Fumble Severity instead.
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Charging counts as an action and causes a visible field of energy to begin to form around you – with the Temporary Power available immediately, and dissipating at the end of your next turn - regardless of whether it was used.  
  
  
 
[[Category: System]][[Category: Character Generation]][[Category: Abilities]]
 
[[Category: System]][[Category: Character Generation]][[Category: Abilities]]

Revision as of 15:33, 6 July 2009

Cost: 5
Ability Type: Passive Ability
Related Skill: Meditation
Prerequisites: Meditation 5, and Advanced Willpower Channelling

By spending a turn gathering energy you may increase the effective Power available from any one Channel by up to 50% (round up to the nearest whole point), though the additional energy gained is in the form of Temporary Power and is therefore not useful for maintaining spells.

Charging counts as an action and causes a visible field of energy to begin to form around you – with the Temporary Power available immediately, and dissipating at the end of your next turn - regardless of whether it was used.