Paula Ximena Ruiz-Camacho *
3. La agencia de América Latina y su rol en la ejecución de la CSS
3.1. La gobernanza regional de la CSS: el caso de la SEGIB
The Tower at Wayreth, as the greatest concentration of magic on the face of Ansalon, offers various boons to those using sorcery within its bounds. However, the Tower's existence outside of normal space has some unusual effects on spell ranges - for the Master, other
sorcerers, and even mystics and users of magical items.
Bonus to Sorcery
The magic embuing the Tower gives a boost to any sorcerous spell cast within it. Sorcerers receive a +5 action bonus when casting in the Tower, as well as up to 5 sorcery points for the spell. If the caster has completed a Test of High Sorcery, he receives a +10 action bonus and up to 10 sorcery points. No matter how simple the spell, casters must always expend at least 1 sorcery point of their own.
The Master's Spells
Because the Master and the Tower represent different aspects of the same entity, any spell he casts at someone or something within the Tower is at personal range, no matter where he is. As the Master is aware of everything and everyone inside the Tower, he can target a spell anywhere easily. Anything within the Tower effectively becomes part of his body, for determining the range of his spells, since he and the Tower are one and the same.
However, if the Master becomes the subject or target of a spell or magical effect, the range is the same as if he were any other being - a hero cannot cast a personal-range spell upon the Master merely by touching the wall of the Tower, for instance. This contradiction results from the Master's unique state of being and the Tower's pervading defensive nature.
When directing spells at targets that lie outside the Tower, the Master has to deal with the same limitations as every other sorcerer. (Of course, distance remains utterly under his control within the forest.)
Other Spells and Effects
In a place where a visitor could literally walk though the front door at ground level and enter an upper chamber with the next step, or find himself walking in an endlessly repeating loop, casting spells can be difficult.
The "See or Touch" Rule
Without touching or seeing the target of his spell, a spellcaster inside the Tower or guardian forest has no idea where it is, thanks to the Tower's ability to alter reality.
To direct a spell at something or someone - inside the Tower or out - a caster must be able to see with his normal vision or physically touch his target. Usually, this forces the caster to stay in the same chamber, hallway, or clearing as the spell subject, or at most in an adjacent area. Within these limits, all normal rules for spell ranges apply. This restriction applies to the effects of items of magic as well as spells,
For example, someone cannot cast a spell that affects the landing at the top of one of the Tower's curving staircases unless he can actually see the landing. In a normal building, someone could infer the target's location and cast his spell successfully. But within this transdimensional structure, he can never be certain.
Likewise, spells and magical effects cannot be directed into the Tower from the outside
unless the caster can actually see the target with normal sight. For example, if the Shadow Sorcerer stood outside the main gate, he could cast a spell at someone standing in the courtyard. However, he could not direct a spell at someone inside one of the Tower's chambers, unless that person were standing at a window, easily seen. The spell's range is otherwise calculated normally.
Any kind of spell can be cast from the Tower at someone (or something) outside, as long as the caster can see the subject from the courtyard or a window. In the latter case, the Narrator and the player should determine the spell range based on the physical distance between the caster and his target. For example, if Palin Majere sees someone moving through the forest from a window outside his laboratory, the figure is at far missile range. If the individual were hovering right outside the window, he would be at melee range from Palin.
Any target beyond the guardian forest is outside of spell range in most cases.
Transport Magic
Summoning spells and similar effects that transport the user from place to place are an exception to the above limits. As long as the caster has seen his destination even once, he can use summoning magic to move around in the Tower, taking companions along if he wishes. The caster cannot summon individuals he cannot see, however - he doesn't know where they are.
Magic from the summoning school cast from outside the Tower will transport an individual to the foretower, but only if he has passed a Test of High Sorcery. (The range difficulty modifier for any such spell is 5 points.) But, no matter how well he knows the Tower, he cannot choose any other area within it as his destination.
The Master ignores such limitations, however. Not only can he magically transport himself from outside the Tower to any location within it, all such spells function at personal range - in effect, he is already there.
Divination and Sensivity
As noted previously in the "Concealment" section, the Tower defeats divination or sensitivity effects created outside its walls. However, these effects can work when cast inside the Tower.
If directed at the Tower itself, a divination or sensitivity effect reveals nothing. If directed at the its furnishings or occupants, the spell can work (as long as the caster can see or touch the subject, as described above). Like the rest of the Tower, however, the magical guest book kept in the foretower is impervious to magical effects and any type of harm.