Alarm spell - some confusion
Posted: Sun Jan 22, 2012 11:51 am
Alarm
Threads: 1 Weaving: 8 / 17 Casting: TSD
Range: 50 yards (25 hexes) Duration: Rank + 6 minutes
Area of Effect: 4-yard (2-hex) radius from point of origin
Effect: WIL + 4
This spell alerts to the presence of intruders.
The magician points where he wants to place the alarm, gives a small shriek, and makes a Spellcasting Test against the target’s Spell Defense.
If successful, he compares his Effect Test against the Spell Defense of any living or sentient being passing within the area of effect.
If successful, the alarm goes off and shouts out a loud warning for a full minute, alerting anyone within earshot.
The magician determines the exact warning, which may not exceed a number of words equal to his Spellcasting Rank.
The spell cannot be cast on living targets
Question:
- basically the alarm is set up by the magician in a place (not a living thing) and to "place it" he has to do a spellcasting test.
that effect number is matched to the spell defense of any living or sentient being that passes the area where the spell was cast
- after the initial check (a passive one, since the spellcasting test is done only once, and then the effects of that test are compared to any being passing by)
if effectively a creature comes to the area, i as gm have to do 2 checks
1) check if the spellcasting effect number rolled at the placement of the spell beats the spelldefense of the trespasser
then
2) do an effect test (will +4) again versus the spelldefense of the trespasser, to have the alarm sound
the first roll doesnt matter how kind of result do vs the spelldefense right ? i am not interested just to have an average result (i dont see how an extraordinay my be better)
the second roll isnt affected by the first and is another indipendent roll, activated by the first roll beating the spelldefense.
if the second is ok, so the effect beats the SD the alarm goes off
if not, the alarm fails
so basically are 2 tests against the SD of the trespasser, right ?
Threads: 1 Weaving: 8 / 17 Casting: TSD
Range: 50 yards (25 hexes) Duration: Rank + 6 minutes
Area of Effect: 4-yard (2-hex) radius from point of origin
Effect: WIL + 4
This spell alerts to the presence of intruders.
The magician points where he wants to place the alarm, gives a small shriek, and makes a Spellcasting Test against the target’s Spell Defense.
If successful, he compares his Effect Test against the Spell Defense of any living or sentient being passing within the area of effect.
If successful, the alarm goes off and shouts out a loud warning for a full minute, alerting anyone within earshot.
The magician determines the exact warning, which may not exceed a number of words equal to his Spellcasting Rank.
The spell cannot be cast on living targets
Question:
- basically the alarm is set up by the magician in a place (not a living thing) and to "place it" he has to do a spellcasting test.
that effect number is matched to the spell defense of any living or sentient being that passes the area where the spell was cast
- after the initial check (a passive one, since the spellcasting test is done only once, and then the effects of that test are compared to any being passing by)
if effectively a creature comes to the area, i as gm have to do 2 checks
1) check if the spellcasting effect number rolled at the placement of the spell beats the spelldefense of the trespasser
then
2) do an effect test (will +4) again versus the spelldefense of the trespasser, to have the alarm sound
the first roll doesnt matter how kind of result do vs the spelldefense right ? i am not interested just to have an average result (i dont see how an extraordinay my be better)
the second roll isnt affected by the first and is another indipendent roll, activated by the first roll beating the spelldefense.
if the second is ok, so the effect beats the SD the alarm goes off
if not, the alarm fails
so basically are 2 tests against the SD of the trespasser, right ?