Mental Lore, Transference: Difference between revisions
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;*[[Blink (1215)]] |
;*[[Blink (1215)]] |
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:The target has a chance of getting a second opportunity to avoid physical or [[bolt]] attacks that otherwise would have hit him by teleporting to a short distance away (within in the same room). The percent chance to get a second attack roll is 25 + a transference lore (ranks) bonus using seed 1 of the [[summation chart]]. |
:The target has a chance of getting a second opportunity to avoid physical or [[bolt]] attacks that otherwise would have hit him by teleporting to a short distance away (within in the same room). The percent chance to get a second attack roll is 25 + a transference lore (ranks) bonus using seed 1 of the [[summation chart]]. |
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;*[[Vertigo (1219)]] |
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:The warding margins required for higher tier effects occur at base values of 20, 70, and 120. These values are decreased on warding failure by a value of seed 6 with a 2x multipler of the [[summation chart]]. 50 ranks yields a bonus of 11, 100 ranks would yield a bonus of 19, etc. |
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== Resources == |
== Resources == |
Revision as of 14:02, 19 April 2016
Mental Lore, Transference aids in the use of Mental sphere magic involving displacement, teleportation, and supernatural travel.
In future, this lore may play a part in spells in the Major Mental list and Savant Base list.
Minor Mental
- The target has a chance of getting a second opportunity to avoid physical or bolt attacks that otherwise would have hit him by teleporting to a short distance away (within in the same room). The percent chance to get a second attack roll is 25 + a transference lore (ranks) bonus using seed 1 of the summation chart.
- The warding margins required for higher tier effects occur at base values of 20, 70, and 120. These values are decreased on warding failure by a value of seed 6 with a 2x multipler of the summation chart. 50 ranks yields a bonus of 11, 100 ranks would yield a bonus of 19, etc.