NWoD Mage the Awakening Spell Influence Light

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Influence Light: Forces 1 (MtA p.163)

Practice: Compelling

Action: Instant

Duration: Prolonged (one scene)

Aspect: Covert

Cost: None

Rote Pools: Silver Ladder Rote: Intelligence + Occult or Science + Forces

Description: The mage can guide the direction and/or flow of existing light. He could, for example, cause a wide-angle lantern beam to focus more tightly, like a flashlight beam, or split visible white light into its full spectrum of colors, like a prism. He could not (at this level) cause a weak light to become brighter or cause light to appear where it did not already exist.

Successes determine the degree to which the light can be altered. For instance, with one success, a light beam can be diverted in a 90-degree direction, while two successes can turn it again by 90 degrees.

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.)