Nedlin’s Aura of Alarm (Dragàmyr orádra-urádis krēádra Vorbìdrū soróltrū)
This ward alerts recipients of anyone nearing them with hostile intentions. If the spell’s recipients are asleep, they will be awakened without the effects of stunning. The alarm is audible, but only to the spell’s recipients.
Details
Nedlin’s Aura of Alarm appears simple, but is deceptively complicated. Not only does the spell create a defensive perimeter (i.e., krēádra Vorbìdrū), but it divines intentions (i.e., orádra-urádis) of those entering the area. Every person entering the area has a chance to resist detection. The spell does not identify which persons within its range are hostile. Unlike “Nedlin’s Alarm“, the spell alerts everyone in the area of hostile intent toward the caster or his allies. Those within the spell’s area when the spell is cast are included in this group provided they do not leave the perimeter. Anyone that leaves the perimeter no longer benefits from its effects.
- GURPS
- Dragàlim: orádra-urádis krēádra Vorbìdrū soróltrū
- Class/Difficulty: see MAGp77 Watchdog
- Casting Time: see MAGp77 Watchdog
- Cost: see MAGp77 Watchdog
- Duration: see MAGp77 Watchdog
- Pages: 10
- Prerequisites: Orádra 1, Krēádra 1, Vorbìdrū 1, Soróltrū 0; Dekàlic 16+ (High Davar)
- WoD
- Dragàlim: orádra-urádis krēádra Vorbìdrū soróltrū
- Class/Difficulty: Intelligence1 + Weaving: Krēádra or Weaving: Orádra + Vorbìdrū
- Casting Time: Instant and contested; target rolls Resolve1 + Magery reflexively
- Cost: None
- Duration: Prolonged (one scene)
- Pages: 10
- Prerequisites: Vorbìdrū 3; Dekàlic 2 + Literacy (High Davar)
The spell’s area is dependent on the number of successes. Every success equals a radius of two from the magician’s hex. A scene may last from the time the magician goes to sleep until the first alerts are resolved.
Components
History
Footnotes:
- Based on WoDp42 Attribute Uses Table