II-C.1 Special Escape
A spell or gizmo may give the target/wielder the ability to call the Escape Phrase while another character is in their combat zone. This is called a Special Escape. Special Escape enchantments may only be used if the Combat Phrase has NOT been called. Once the Combat Phrase has been uttered in your combat zone, your opportunity to use Special Escape is gone.
II-C.2 No Combat
A spell or gizmo can prevent combat from occuring. No Combat enchantments work in several ways. (1) They may prevent a specific character or type of creature from entering the target/wielder's combat zone. (2) They may restrict all characters, a specific character or character type from initiating combat while in the target/wielder's combat zone. (3) They may restrict the target/wielder from initiating combat. General 'No Combat Zone' type enchantments are no longer permitted because they cause problems when one character in a group has a protection verses restraint from combat.
II-C.3 Attribute And Ability Augmentation
A spell or gizmo may alter or enhance the target/wielder's attributes or abilities so that they have an advantage while in combat. This is a diverse group of enchantments. From simple Brawn Augmentations (additional points for the character's Brawn Pool) to complex Rube-Goldburg-esk gizmos using surrogate astral combantants, siffoned Brawn points, stolen ability cards, etc. The possibilities are endless. To see specific examples look in the Shadowbook. Check out spells in the Master Spellbook with the "Spell Effect" of "Augmentation".
II-C.4 Magical Protections
Magical protections are primarily for use on individuals and buildings. On individual characters they may protect the character from various types of damage or magical interferance. On buildings they may prevent certain actions from being performed, keep specified creatures away and protect the building itself from damage. Protections are probably the largest catergory of spell in the entire game spellbook. For examples, check out spells in the Master Spellbook with the "Spell Effect" of "Protect vs. ___".
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II-D Combining Psyche Pools!
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