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Stasis - Chronomancy, Rank 4 - Spell

A moving creature becomes an alarming still point amid the surrounding activity.
Stasis · illustrated interpretation

Description and lore

Stasis

A moving creature becomes an alarming still point amid the surrounding activity.

Lore and observations

Companions rush and dust drifts around one figure held out of rhythm.

The caster's attention belongs to that interruption rather than to a frozen world around it.

At a glance

Category
Techniques and Spells
Reference
Chronomancy
Rules version
Alpha v44
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A moving creature becomes an alarming still point amid the surrounding activity.

Techniques and Spells · Alpha v44 reference

Rules and details

Requires

Requires: Casting Skill: Invoke. Affinity: Spirit. Requirements: Spirit d10; Invoke d10. one learned slot.

Use

Use: Action · 30 feet · one creature the caster can see · Instant with timed consequence · 3 Mana

Resolution

Effect - Resolution: Invoke + Spirit versus Ward + Spirit.

Defense

Effect - Defense: Ward + Spirit; defender wins ties.

Effect

Effect: On success, the target is Stunned until the end of its next turn. Damage from another source ends Stasis after that source resolves. On failure, no effect.

Duration

Duration: through end of target’s next turn or until broken.

Ending or recovery

Ending or recovery: one successful Stasis per target per scene.

Exception

Exception: Defensive access under Stunned follows the Condition and the permitted method; no passive second defense is added; Stasis itself deals no damage.

Description

The target hangs motionless in a moment held apart.

At the table

Everything keeps moving except the figure before you.