The Coils of Spring - Prudence

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Prudence returns to the Guild on the 14th Blossom 816wk with 62, 440 Experience, has earnt 111,343sp after Guild Taxes

She has earnt these Spots:

5 7 7 7 8 8 9 9 10

She had 11 days available for training on the adventure and spent 104 days away from the Guild.

She may
advance any Talents 14 Ranks.
advance her Rank in Climbing as if she had 7 weeks of training time and at only 90% of the cost.
advance her Rank in Stealth as if she had 7 weeks of training time and at only 90% of the cost.
advance her Rank in Swimming as if she had 7 weeks of training time and at only 90% of the cost.
advance her Rank in Navigator as if she had 7 weeks of training time and at only 90% of the cost.
advance his Rank in Merchant as if she had 7 weeks of training time and at only 90% of the cost.
advance her Rank in Kalvanian as if she had been immersed in it for 7 weeks.
advance her Rank in Ruskan as if she had been immersed in it for 4 weeks.


Consumables

Other

Witch Skin x 3

This mouse skin weighs an oz and has been enchanted with a Rank 20 Skin Change spell.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Coils of Spring Spring 816 Kalvos Formerly living Wiccan 500sp px50 Jim Arona 021 076 9376

Grenadoes

Charms

Herbs

Herbal Draughts

Potions

The Consummation of Fire and Water x 2

This 8oz phial contains a vividly orange/red fluid. When it is thrown at an object or entity it will rapidly spread to cover a surface of about two square metres, large enough to cover a man. This will make the target as flammable as paper to the point where it can be ignited with Pyrogenesis or like magic. A cantrip would be incapable of generating sufficient heat. A lighted match would do just fine, however.
Usually, entities who catch on fire will burn from the legs up, but obviously if other body parts have been exposed to an open flame, they will start burning from the point of contact. It is extremely unusual for the head not to burn last, unless the victim snorts a lighted candle or something.
This is a curious spectacle to observe, the victim experiencing nothing more than an unusual sensation of warmth and perhaps some alarm. It takes about two pulses for the legs to burn off, about two pulses for the arms, and another three pulses for the torso. Their head will burn up at the end of the pulse. Until that time, the victim can move, attack, cast spells and so on. If the Consummation is somehow stopped short of death, then the victim's body will gradually reappear over a like number of pulses. Items that were subject to the Consummation, i.e. those that were worn on the parts burnt off, have a good chance of being destroyed. They are considered to be made of paper and must save versus normal fire. The chance of the item surviviving is 10% plus any magical bonus inherent to the item, plus the value of the wearer's enchantment. Only items made of orichalcum or those that are bound to the victim's soul are immune to this destruction.
Since the residue of the Consummation does not constitute a torso-sized lump, then dying by this method is likely to be permanent barring unusual defenses of some kind.
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through

  • ¼ inch of metal or stone per pulse.
  • 1 inch of material like wood or bone per pulse.
  • 1 foot of ice per pulse.

It will not burn through orichalcum.

If the ash and smoke are collected, dissolved into a solution, and all of the corruption filtered from it (requiring an Alchemist of Rank 8 or better), abstract properties may be decanted off (at the G.M.'s discretion). The Alchemist might collect Wood from the remains of a door, for example.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Coils of Spring Spring 816 Nualis Magical Disintegration 13,000sp px50 Jim Arona 021 076 9376

The Sublimation of Water into Fire

Rank 8 Alchemy
This potion is the colour of a blue flame and is contained in a fragile glass bottle for quick use. It weighs 4oz.
When drunk, the imbiber's body is transformed into an explosive ball of fire inflicting 4 roll up D10 damage on everything in the same hex, minus 10 for every 5 feet distant. The imbiber will find themselves transformed into smoke covering the volume of a megahex and may be behave as if Gaseous Form has been cast on them (at the creator's Rank in Alchemy). They will smell strongly of burning wherever they drift.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Coils of Spring Spring 816 Tanuel Magical Transformation 12,500sp px50 Jim Arona 021 076 9376

Potion of Ophan Blood

Rank 10 Alchemy
This potion bottle is chased in an alloy of lead and tin and will not break easily. It must be prepared before imbibing. It weighs 4 oz.
The effects lasts for 12 pulses. For that period, the imbiber can decide which of their percentile dice are the tens and which are the units. For example, if 91 were rolled it could be read as 19 instead.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Coils of Spring Spring 816 Tanuel Previously living Fortune 8,000sp px50 Jim Arona 021 076 9376


Potion of Leviathan Strength

This potion weighs 4 oz, and must be Prepared before it is drunk.
Whoever drinks this potions makes their PS 65 for the next hour, unless their PS is greater than this, in which case it has no effect.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Coils of Spring Spring 816 Kalvos Formerly living Beast 3000sp px50 Jim Arona 021 076 9376


Camion Potion x 2

This potion weighs 5 oz and must be Prepared before it is drunk. It is quite robust.
Whoever drinks this potion can understand the speech of running waters, and by conversing with them, discover what has happened nearby.
The potion's effects last for 15 hours, and in that time the imbiber will never willingly harm a thrush.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Coils of Spring Spring 816 7th Plane Formerly living Witchery Quest px50 Jim Arona 021 076 9376

Valiant Potion

This potion weighs 5 oz and must be Prepared before it is drunk. It is quite robust.
Whoever drinks this potion will find it easier to improve their state of favour at court. With respect to this endeavour, they are considered to be five Ranks higher, to a maximum of 15.
The potion's effects last for 15 hours, and in that time the imbiber will never willingly harm a crane.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Coils of Spring Spring 816 7th Plane Formerly living Witchery Quest px50 Jim Arona 021 076 9376

Zaganatic Potion

This potion weighs 5 oz and must be Prepared before it is drunk. It is quite robust.
Whoever drinks this potion will have their PC increased by 5 and their MA by 10.
The potion's effects last for 15 hours, and the imbiber must eat grass or hay once every 2 hours they are awake.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Coils of Spring Spring 816 7th Plane Formerly living Witchery Quest px50 Jim Arona 021 076 9376

Wiccan Special Knowledge Counterspell

This potion weighs 5 oz and, provides the imbiber with the benefit of a Rank 10 Counterspell of the college of Wiccan Magic.
It may be poured on the ground to create an area of effect counterspell or on an object.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Coils of Spring Spring 816 Kalvos Magical Wiccan 2,000 sp px50 Jim Arona 021 076 9376

Slap

This bottle is sturdy and, if it is on a belt or otherwise easily accessible, requires but a Free Action to use. Otherwise, the DM must determine how many Prepare Actions must be spent before it can be used. It encumbers as if it weighed 4 oz.
When the seal is broken beneath someone's nose, they automatically and immediately recover from being Stunned or waken from any effect (magical or otherwise) that causes them to sleep or lose consciousness, except that caused by a Major Curse. This includes Enchanted Sleep, Hypnotism, Mental Attack, Hibernation, Petit Mort, Knockout Gas, Backfire effects and similar magic.
It does not rouse the dead.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Coils of Spring Spring 816 Nualis Magical Restoration 1,000sp px50 Jim Arona 021 076 9376

Scrolls

Invested Items

Amulets

Gems

Enhanced Ametrine

This stone, once it is made into an amulet, must be worn as a brooch on the wearer's primary forearm. Once a day, resetting at midnight, the wearer may Cast a spell on their Engaged Initiative, MA replacing AG, and the Rank of the Spell replacing the Rank of the weapon.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Coils of Spring Spring 816 Kalvos None Stone Lore 8,350sp px50 Jim Arona 021 076 9376

Enhanced Scarlet Carnelian

This stone, once it is made into an amulet, must be worn as a brooch over the heart. Three times a day, resetting at midnight, the wearer may Cast Igniting Flammables or Pyrogenesis, whether as a Spell or Talent to cauterise 1 bleeding wound. This requires but a Reflex Action and does not count as an Action or Free Act. However, only 1 Reflex Action is allowed per Pulse, so any others that the wearer may have access to become unavailable until the next Pulse.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Coils of Spring Spring 816 Kalvos None Stone Lore 4,100sp px50 Jim Arona 021 076 9376

Black Dragon Remnants

Black Dragon Armour

This dragon scale armour has a weight factor of 3, penalises AG by 1 and provides a bonus of +10 to Stealth in darkness. It provides 7 Protection, Damage Reduction of 4 and Spell Armour of 6. Depending on the size of the armour, a number of scales may be invested with a number of Rune College spells. The Investment Ritual is not used, instead, special common, but expensive materials are consumed when the spell to be so stored is ritually prepared which costs as much as a standard Investment.
If the size of the armour is 9, then three such scales will be present. If size 6, then two and if less than 6, only one.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Coils of Spring Spring 816 Kalvos Formerly living Black Dragon Quest px50 Jim Arona 021 076 9376


Black Dragon's Teeth x 3

Each of these teeth weigh an oz. They may be sown on a battlefield, whereupon each will grow into a warrior with the following stats:

PS: 20 MD: 18 AG: 15 MA: 10 EN: 24 FT: 23
WP: 20 PC: 18 PB: 12 TMR: 6 NA: 5
Attack IV SC DM Class Use Rk
Trident 38 96% +4 A class M 5
Large Round Shield 37 68% +2 C class M 4

Their Defence is 50 and their Magic Resistance is 45%.
The warriors will fight loyally under the command of whoever sowed them, always succeeding when forced to make a morale check but will last no longer than a minute.
It takes a Pass action to sow the dragon's teeth, and as many as (Military Scientist Rank - 2) may be sown on any given day. The teeth may be sown in one action or one at a time.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Coils of Spring Spring 816 Kalvos Formerly living Black Dragon Quest px50 Jim Arona 021 076 9376

Black Dragonel

This black dragon egg will hatch to a dragonel that grows no larger than a large domestic cat, and will weigh 40 lbs. Although it has wings, these are vestigial. It has the following statistics:

PS: 13 MD: 15 AG: 10 MA: 10 EN: 8 FT: 6
WP: 20 PC: 13 PB: 16 TMR: 5 NA: Scales reduce damage by 8

It has no combat statistics, Defence is 45, Magic Resistance is 40%, has a TMR of 5 and a Movement Rate of 250 yards per minute. Once a day, it may use the following abilities on itself:

Rune Shield @ Rank 20
Greater Heart Rune @ Rank 20

It is a legal target for the Ritual of Creating Rune Portal, which will last for 4 hours (+ 4 hours per Rank). Within this duration, the hatchling may attempt to connect to the Rune Mage's network of temporary rune portals. The Base Chance is the same as the Adept's, but bonuses from Enchantment only apply if the dragonel is so enchanted, and bonuses from special inks are ignored.
Dragonels recover 1 point of FT and dawn, dusk, midnight and noon if they are fed 1 lb of fish a day.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Coils of Spring Spring 816 Kalvos Living Black Dragon Quest px50 Jim Arona 021 076 9376

Weapons

A Sea Green Walking Stick of Fashion

This translucent glass walking stick is the colour of a storm-tossed sea and weighs 1 lb. It is about four feet long, half an inch in diameter and may be wielded 1 or 2-handed. It is Ranked as a Quarterstaff at the same time as other weapon or Professional Skills or magic. The stick inflicts 1 rollup D10 + 4 C Class damage, but bonuses from PS and weapon Rank do not increase damage, and it does not accept weapon spells.
Once a bonding cost of 1 EN has been paid, the staff has these functions:

  • The wielder increases their Defence by 2 (+2 per Rank in quarterstaff). This will not stack with Defence from other weapons or shields.
  • The wielder reduces damage by 1 at Rank 4 in quarterstaff and by another 2 at Rank 8 (thus reducing damage by 3). This applies to all incoming damage, but excludes damage caused by curses, poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death or the like.
  • The wielder subtracts their Rank in quarterstaff from the die roll when making MR check
  • The counterspells of one extra college may be cast on the staff, to the benefit of the wielder.
  • The stick modifies
the Mage Current spell so that it is durational although it may be ended with a Free Act.
the Storm Calling spell so that the FT cost and onset time are halved
  • Certain spells may be invested in the staff at half the normal cost, each charge taking 8 hours to store. Only 20 spells may be invested in the staff, but any combination is allowed. The following spells or types of magic are allowed:
Counterspells Walking Unseen Conjuring Mist Scry Shield
Wall of Thorns Lightning Telekinesis Fireball
True Seeing Flash of Light Air Blast Witchsight
  • The wielder releases the spells stored by using a Cast Action. They are not Triggered.

Weapon spells may be cast upon the stick but do not provide any benefit except that a Spectral Weapon will allow it to strike insubstantial creatures, etc.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Coils of Spring Spring 816 Victoria Magical Water Witchery Quest px50 Jim Arona 021 076 9376

Armour

Jewellery

Miscellaneous

Cyprian Mirror of Seeming

This gilded frame is 100 cms high x 70 cms across and weighs 35lbs. If water is Bound onto its surface it will serve as a mirror.
To activate the mirror's special function, 1 point of EN must be sacrificed to it (which may be bought back in the usual way). From then on, once per season, the Adept can Purify while gazing into the mirror to store spells of the Colleges of Illusions (with the exception of Audile Illusion). General Knowledge spells count as 1, while Special Knowledge spells count as 2, the total number not to exceed their free MA. The Rank of the General Knowledge spells are the same as their General Knowledge Counterspell, the Rank of the Special Knowledge spells are the same as their Special Knowledge Counterspell.
Once each spell is successfully Cast, it is lost and may not be recovered until the Adept Purifies while contemplating the mirror after the next Equinox or Solstice.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Coils of Spring Spring 816 Nualis Magical Contemplation 17,500sp px50 Jim Arona 021 076 9376


Phylactery of Divining Enchantment

This is a scroll that appears to be itemised so as to form a brooch. The Caster of Bones has invested his Divination spell in the phylactery. The phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.
The cast chance of the invested spell is the Base Chance plus three times the Rank. * Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor's Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.

Cast Chance: 64%+* Range: 13' Duration: Immediate Rank: 8 Effects: As per Runes of Sight: Divining Enchantment.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Coils of Spring Spring 816 Reich Formerly living Spell Storage 10,000sp px50 Jim Arona 021 076 9376
The Coils of Spring Spring 816 Bones/Rune 6,000sp

A Stone from a Plover's Nest

This stone may have one charge of Invisibility invested in it at no cost. When the spell is discharged, it may be reinvested in the same way.

Cast Chance:_______% Duration:_______ Range:_______ Rank:______

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Coils of Spring Spring 816 Reich Magical Spell Storage 5,000sp px50 Jim Arona 021 076 9376


Allies

Lore

Plans for a House of Life

This building contains a resurrection chambers. Although those who are Death-aspected can build such a chamber, they may never return to life by means of one, their spirit being drawn off to the Valley of Death.
The House itself is octagonal in shape, and must have a diameter equal to 10 feet per chamber and cost 500sp per ft of radius. It will take two weeks per chamber to construct. The time to build the House is reduced by one week per Rank of the most advanced Artisan: Mason and one week per Rank of the most advanced Artisan: Carpenter. The minimum time may be no less than a month.

Each chamber must be built by the hand of the intended user, and no particular Skill is required, the process happening magically to some degree (although still requiring the time and hard work of the user). It will take a month to build the chamber itself and cost 10,000sp in materials. Counter-intuitively, the more money spent on the appointments of the chamber, the faster it will be built. If an extra 1,000sp is spent on decorating it, the chamber will be completed in one less day. The time taken, however, can never be less than a week, although, of course, it can be made ever more beautiful.
Once completed, then the user may prepare the chamber to receive their spirit and regenerate their form should they be so unfortunate as to require it. The following conditions apply:

  • The user must sacrifice 3 EN to the chamber. Once sacrificed, the EN are converted to points of their Aspect (the most unusual part, otherwise it will be the Element part).
  • Subsequently, if they die, then their spirit will travel back to the House of Life, resurrecting uninjured a year and a day later unless they are resurrected earlier by other means.
  • Obviously, the resurrectee's itemry will be lost unless other means supervene.
  • In the event that the resurrectee has succumbed to a Dark Sphere (not a Light Sphere), then a number between 1 and 10 is nominated by the player, and a D10 is rolled. If the number is equal to a 1, 2, 3 or the one nominated, then they will be resurrected. Otherwise not.
  • The place of death must be proximate to a plane that is proximate to a plane that is proximate to the location of the House of Life for the spirit to be able to find its way to the resurrection chamber.
For example
if the resurrectee dies on Tanuel, which is adjacent to the Astral, which is adjacent to the Abyss, which is adjacent to Alusia, then they are close enough to resurrect.

If this special resurrection is used, the House of Life and the chamber itself remains. However, until 1 EN is sacrificed it is simply magical architecture.

Note
Upon Resurrection, a point of EN is not lost, since the House will not work unless it is charged with the appropriate life energy (1 EN).
Adventure Season Plane of Origin Value GM
The Coils of Spring Spring 816 Kalvos Quest px50 Jim Arona 021 076 9376


Medusine Eye

Range: 30 feet
A woman who has agreed to protect girls as the priestess, Medusa, served Athena, may see the sins of men against maidens. Men who murder or rape them will be revealed as the blackest sinners, while those who beat them will clearly have sinned seriously, and those who have preyed upon their innocence will vary from serious to minor in the judgement of the DM. This does not take into consideration any extenuating circumstances, and context is ignored. If the maiden is a psychotic, high-ranked Assassin, bent on the destruction of anyone wearing plaid, the eye only sees the sin, it cannot make this finer distinction.
A small snake with black and virulent green stripes can lunge from the right eye as a Free Act. Any man within 4 hexes, who meets the woman's eye when the snake manifests must Break 100 -> 2 x WP or roll on the Fright Table.The snake may strike when in close and benefits from the woman's Unarmed Combat Rank. This requires but a Reflex Action and does not count as an Action or Free Act. However, only 1 Reflex Action is allowed per Pulse, so any others that the wearer may have access to become unavailable until the next Pulse. All other things being equal, the snake always attacks first in the Pulse, inflicts 1 D10 penetration damage, and if this would penetrate armour, inflicts 3 DP per Pulse for D10 Pulses Over that period, the victim also suffers a 30 point penalty to Strike Chances and Defence, but not Magic Resistance.

Adventure Season Plane of Origin Value GM
Coils of Spring Spring 816 Reich Quest px50 Jim Arona 021 076 9376


Witcheries

Water Spell - Major Area of Effect

Effects:The spell has a large area of effect with a radius equal to the Rank of the spell in feet.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Water Spell - Multi-Target

Effects:This incantation allows the Adept to assign 1 per 3 or fraction of the spell's Rank targets instead of one. No other property of the spell is changed.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Dehydrate - Drain

Effects:This incantation of the Dehydrate spell causes the spell to drain body fluids out of the target, inflicting the spell's normal damage, which the Adept may use as healing. This will not restore FT lost to spell-casting etc, nor will it repair Specific Grievous Injuries.
Cost: 2500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Mage Current - Flowing Water

"Effects:" The Adept may control the behaviour of a column of water Rank feet long, with a diameter of Rank inches. It will have the behaviour of a snake or a tentacle, but is fluid rather than solid.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Rainstorm - Lightning Storm

Duration: Immediate (during Pulse)
Effects: A storm cloud appears above the ground within range of the Adept. rapidly expanding to the full Area of Effect, every hex being assailed by a stroke of Lightning. The stroke inflicts D+5(+ 1 per 3 or Fraction Ranks) and Stuns those who do not Resist. Any who Resist entirely ignore these effects, but they must add the Rank of the spell to the result of their Magic Resistance check, making it harder.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Rainstorm - Acid Rain

Duration: 1 Pulse (+ 1 for every 2 full Ranks)
Effects: A storm cloud appears above the ground within range of the Adept. rapidly expanding to the full Area of Effect, every hex being assailed by acid. This inflicts 1 point of corrosive damage (+ 1 per 2 full Ranks) upon any entity or structure in the Area of Effect for the duration of the spell.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Creating Fog - Noxious Vapours

Range: 15 feet + 15 / Rank
Duration: 10 minutes + 10 / Rank
Resist: None
Effects: The entire area affected by the spell exudes a charnel stench, and all entities within it, except the Adept, must make a Will Power check or become nauseous. The Difficulty Multiplier for the Check is dependent on the Rank of the spell:

Rank Multiplier
0-5 5
6-10 4
11-14 3
15 - 17 2
18, 19 1
20 0.5

Those entities who become nauseous have their Strike Chances and Magic Resistances reduced by 1 / Rank, minimum 1, and must make aWillpower concentration check to use Spell magic. The multiplier for this check is the same as that for resisting the nausea. In addition, this spell causes a thick, roiling white mist to rise from the ground. The mist is 6 inches high (+ 6 inches / Rank, 20 feet at Rank 20), and reduces the range of all forms of vision except Infravision, within the mist, to 20 feet (- 1 foot / Rank).
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Rehydration - Banish Elemental

Range: 10 ft
Target: Earth, Ice or Fire Elementals
Effects: Any legal target of this spell that does not resist is sent back to the elemental plane that it hies from.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.


Water Creation - Screen of Bubbles

Range: 5 ft (+ 1 foot per Rank)
Duration: Conc. max: 10 minutes (+10 minutes per Rank)
Target: Self
Uses: 1 (+ 1 per 3 or Fraction Ranks)
Materiel: 7 Iris blooms
Effects: This incantation of the Water Creation spell creates a screen 5 contiguous hex facings long and 9 feet high which is made out of iridescent bubbles. These do not impair vision on either side with respect to Melee attacks, although Extended and Ranged attacks suffer a penalty equal to the Rank of the spell. It may be Cast without Preparation since it is a Reflex Action and does not count as an Action or Free Act. However, only 1 Reflex Action is allowed per Pulse, so any others that the wearer may have access to become unavailable until the next Pulse.
Each hex facing of the screen will absorb 1 point of Spell Damage per Rank before being ablated entirely away. Until it is worn down, 1 per Rank, minimum 1 is subtracted from the Magic Resistance check versus spell (to their benefit) of anyone sheltered by the screen.
The Adept may redeploy the screen, also as a Reflex Action, and if they choose to focus it on a single entity, it will travel with them but they must stay within the Adept's range. In any case, it will only cover a quarter dome (i.e. it will be a curving wall that will cover their front facing from the ground to just above their head. This will not work for multi-hex creatures).
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.