NWoD Mage the Awakening Spell Alter Conductivity

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Alter Conductivity: Matter 1 (MtA p.194)

Practice: Compelling

Action: Instant

Duration: Prolonged (one scene)

Aspect: Covert

Cost: None

Rote Pools: Adamantine Arrow Rote: Intelligence + Science + Matter

Description: The mage alters the conductivity of a simple object. An electrical cord can be rendered completely non-conductive, while concrete can be made to conduct electricity like copper.

The number of objects that can be affected increases with each success.

>>Need Table Here<< Successes Targets 1 success One 2 successes Two 3 successes Four 4 successes Eight 5 successes 16

Note that objects of up to Size 20 can be affected. The caster suffers dice penalties to affect larger objects. This includes such things as a concrete slab; unless additional Size factors are added, the mage affects a single slab of up to Size 20.

GMC Rules

Any rulings that are added - such as spells being converted into conditions, or providing conditions - can be detailed here. If there are no such things to be added, this section can be removed.

House Rules

Chronicle 1

House rules for Chronicle 1 go here. If there are none to speak of, delete this section. If there are multiple chronicles with different house rules, simply replicate this section (everything from ===Chronicle 1=== and onward) for each chronicle.


(this is going to eventually be a bunch of links. For now, just hop back to the Spells page. DO NOT EDIT THIS SECTION.)