Elementalist Spell Specification

Class: Generalist

2. Tripwire

BTS: no st

ULT: 60 hours

Materials: none

Actions: none

Effect of Throw:

-2 to 7 Insanity

8 to 9 Target Spell resolves immediately, centred on or targeting Caster (as applicable).  He gets any applicable st against Target Spell.

10 to 12 No Effect

³ 13    Chance of Success = 10(T-11 -(Level of Target Spell))%

Duration:    4t hrs    - t(t-1)/2

Range: 10d ft -d(d-1)/2

Radius: 10r ft -r(r-1)/2

Notes:

  1. Suspends the resolution of another Elementalist Spell ("Target Spell") Cast by Caster starting in the sec. immediately after he has finished Casting Tripwire.  No Inter Spell Time is taken for Tripwire until he has also finished Casting Target Spell, when the full IST for both Spells is taken.
  2. Creates an invisible Magical "tripwire" for Duration.  If the Tripwire is broken by a corporeal Being or object crossing it and <= Chance of Success is rolled on d100, Target Spell resolves immediately (in the sec. Tripwire is broken).  A Being breaking Tripwire does not get a st against Tripwire, but may get one against Target Spell if it resolves.  If > Chance of Success is rolled, Tripwire remains active and may be so broken and Chance of Success rolled again.  If Tripwire is so broken in multiple places in same sec., roll Chance of Success for each and Target Spell resolves if any of those success rolls succeeds.
  3. Once Target Spell has resolved, Tripwire no longer exists.  Target Spell may only resolve once.
  4. If the Tripwire is not so broken or Chance of Success is not succesfully rolled during Duration (or any Extensions), Target Spell does not resolve.
  5. The Tripwire may be centred up to Range ft away from Caster.  It may either be Cast as a circular Tripwire Radius ft away from the point on which it is centred or as a straight line of up to 2 * Radius ft centred on that point.  It may be Cast in any orientation.  A typical use would be to Cast it with Range 0 in a circle of Radius around Caster at leg height above the ground.
  6. Caster does not need a line of sight to, or otherwise to be able to perceive the point on which it is centred or any point on the Tripwire.  Although it is normally Cast in the air, it may be Cast underwater, in the Earth or through walls and buildings.  None of these obstacles break it - it is movement by something physical that breaks it.
  7. The Tripwire is as thin as a length of string and is suspended in the air, earth, water or wherever it is Cast.  It will show up as a line of white light under See Invisible or Truesight.  Detect Magic will reveal its presence and Identify Magic will reveal its presence and that it is a Tripwire (Identifying Target Spell will require a separate Identification).  None of these methods of detection will break Tripwire.
  8. Caster must have an Elemental able to perform Target Spell Activated at the time Tripwire is broken, or Target Spell will not resolve.  Note that he does not need to keep an Elemental Activated to maintain the Tripwire or to keep the Elemental able to perform Target Spell Activated throughout Duration of Tripwire, only at the time Tripwire is broken (though it is risky not to keep the Elemental Activated, as he may not know when the Tripwire will be broken).
  9. Target Spell is specified as normal when Casting.  Its Radius or area of effect does not need to be contiguous to Tripwire or even on the same Plane (but if Tripwire and Target Spell are Cast onto different Planes, it counts as Casting both Between the Planes).  If Target Spell is Cast upon a specific Target, it may be Cast upon a specific point on the Tripwire, but will only be effective if a valid Target is at that point when the Tripwire is broken.  Tripwire is therefore more effective with Area Spells.
  10. If Target Spell has a Duration, that Duration does not begin to run until Target Spell resolves.