Sometimes, an arcane spellcaster needs to leave behind a ward or other defensive measure to hinder pursuers or invaders. While most people will utilize the natural environment or physical resources at hand, a mage can leave behind diabolical traps made from the arcane.
This section covers the creation of symbols, magical traps that are triggered by touch or sight. A character wishing to create a symbol must have an Arcane Background and the Trapper Edge. For the most part, creating a symbol functions the same as creating a trap, but with a few minor differences.
A symbol can only be created with a power the crafter knows. If the mage wishes to use a scroll or potion, they should see the section on creating traps.
The character spends 10 minutes drawing the symbol on a surface. A symbol is visible and legible at a distance of 10" (20 yards). The symbol can be covered or hidden, but is inactive until seen.
The crafter can attune any number of creatures to the symbol, preventing them from setting off the arcane trap. This increases the time to create the symbol by one hour.
After the character has spent the required time creating the symbol, he makes a single skill roll using his arcane skill. This determines the power of the symbol when it is activated (getting a raise on the arcane skill roll means the trap activates with a raise).
A character can use Thievery to disarm a symbol, using the mage's skill roll as the Target Number. Additionally, this is the number required for an individual to dispel it with the dispel power.
The Deadly Trapper Edge imposes a -2 penalty on disarming or dispelling a symbol.
The only components required to create a symbol are those used to draw it. Symbols can be destroyed by damaging the arcane design, so the more permanent the symbol, the harder it is to disable.
A symbol is triggered whenever a creature does one or more of the following, as the mage selects: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune.
Regardless of the trigger method or methods chosen, a creature more than 10" (20 yards) from a symbol can’t trigger it (even if it meets one or more of the triggering conditions, such as reading the rune).
The caster can also set special triggering limitations of your own. These can be as simple or elaborate as desired. Special conditions for triggering a symbol can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities.
Once the spell is cast, a symbol’s triggering conditions cannot be changed. Creatures attuned to this (see Setting a Symbol) never trigger the symbol, but can be affected by it. A symbol can only trigger once. After a symbol triggers, the magic is expended.
The mage who created the symbol never triggers it.
The caster must choose all modifiers when creating the symbol. The Additional Recipients option can be chosen multiple times and indicates the maximum number of recipients.
The caster pays all Power Points when making the arcane skill roll. These Power Points recharge normally. Additionally, the caster can extend the Duration of the power by spending 2 Power Points. This can be done up to five times.
The following contains numerous sample symbols. These can be used as guidelines to create your own.
Dispel Check: 5; Duration: Instant; Trigger: A creature reads the runes.
Power: Blast (Small Blast Template).
Effect: A Small Blast Template is placed over the creature reading the rune. Everyone under the template takes 2d6 damage as the runes erupt outward.
Dispel Check: 12; Duration: 10; Trigger: A creature walks under an archway with these runes carved in it.
Power: Damage field (Area of Effect, Greater Damage Field, Armor Piercing, Duration).
Effect: A Medium Blast Template is placed over the archway when triggered. Immediately and whenever a creature ends its turn under the template, it suffers 3d6 AP 6, which counts as a Heavy Weapon.
Dispel Check: 6; Duration: Instant; Trigger: A creature walks under an archway with these runes carved in it.
Power: Dispel with Multiple Powers.
Effect: A dispel attempt is made against each power affecting a creature that passes through the archway.
Dispel Check: 4; Duration: Instant; Trigger: A creature walks under an archway with these runes carved in it.
Power: Fear with Area of Effect.
Effect: A Large Blast Template is placed over the archway when triggered. The targets make a Fear check. Extras who fail are Panicked and Wild Cards roll on the Fear Table.
Dispel Check: 9; Duration: 10; Trigger: A creature touches the symbol.
Power: Puppet (Duration).
Effect: The victim makes an opposed roll, using the character’s arcane skill roll when crafting the trap against the target’s Spirit. With success, the victim obeys commands that don’t directly harm him or those he cares about. This includes inaction, as well, so a controlled character won't just stand idly by or leave the area if he knows his friends are in danger.
With a raise, the target will harm himself or others (including by inaction), but gets a Spirit roll as a free action. If successful, he doesn’t carry out that particular command but remains a puppet. With a raise, he breaks the controller’s hold and the power ends.
Dispel Check: 8; Duration: two hours; Trigger: A creature sees the symbol.
Power: Slumber (Area of Effect, Duration).
Effect: A Large Blast Template is placed over the creature that triggers the symbol. Everyone under the template must make a Spirit roll at -2 (since the arcane skill roll got a raise when creating the symbol). Those who fail fall asleep for the Duration of the spell. Very loud noises or attempts to physically wake a sleeper (by shaking him, for example) grant another Spirit roll.
Dispel Check: 9; Duration: Instant; Trigger: A creature touches the symbol.
Power: Lower Trait.
Effect: The victim's attribute is lowered two die types. He automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely.