Flame Ward |
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| Origin | Sorcery | Scope | Impressive | |||
| Archetype | Creation | Range | Sight | |||
| Dominion | Flux | Area | Base Increment | |||
| Configuration Might | 54 | Duration | One Hour | |||
| Effect Level | S:4, O:3 | Potency | Impressive | |||
| Noise Level | S:(6), O:4 | Intricacy | Moderate | |||
| Base Paradigm Cost | S:(68), O:44 | |||||
| Magicology Levels | Power | Change | Control | Creation | Illusion | Sensitivity | ||
| Description | ||
| This is fairly representative of a common "defensive" Sorcery paradigm. Fire is an obvious choice as an attack medium, given Sorcery's strength in the Energy dominion. Sorcery is weaker in the Creation Archetype, however, limiting this kind of attack to a moderate power level. | ||
| Effects | |||
| Flame Ward creates a bursting area fire attack. Because Sorcery effects aren't natural, this fire disappears after a few moments, but any secondary fires created by the heat may continue to burn if the environment does not prevent it. This paradigm is specifically designed to make use of the Delay and Mechanism Temper Aspects to create a limited-duration trap. | |||
| Scope | Area Scope
(3
points) Effect is altering a Form (3 points) - creation brings a Form into existence Range is Touch: Moderate (4-9 points) Area is Aura paces: Slight (1-3 points) Duration Interval is one hour: Impressive (10-20 points) |
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| Potency | Conflict: Attack Value 6 (18 points) | ||
| Intricacy | Restoration/Creation/Depletion:
Creates a simple energy construct: Slight (1-3 points) Energy: Elemental Fire effects: Moderate (4-9 points) |
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| Total Base Cost | Spontaneous: (68), Optimized: 44 points. | ||
| Temper Aspects | Delay is necessary
for the Ward to be useful (1 point per Duration Interval). Mechanism is necessary for the Ward to be useful (5 points, or more for complex activation conditions). Widen is useful to make the Ward affect a larger area (1 point per three Area Increments added) Sophistication is useful to help prevent the ward from being detected or dispelled. Target is required - the Targeting Trial is essentially a Range Zero attack trial. |
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| Notes | ||
| This kind of defensive attack is easily countered through specialized detection paradigms, but can be very lethal to opponents who are careless or who lack the ability to detect such traps. | ||