DayisDawnreaver/RayofDisruption
Ray of Disruption
Terrestrial Circle Sorcery
Cost: 10 Motes
The Ray of Disruption is exactly as it sounds a beam of essence that disrupts the attunement of artifacts on one person. The caster makes a Perception + Occult with automatic successes added equal to the casters permanent Essence and the targets player may roll Dexterity + Dodge to attempt to dodge the beam if they are able, if they are unable to dodge then the diff to hit is one.
If the beam hits, the target’s player must immediately roll Essence + Resistance with a difficulty of the casters permanent Essence. If the target fails the roll than all of their artifacts become unattuned from them for 1 minute per point of permanent Essence that the caster has. If any of the items being unattuned are a weapon or armor the targets player may reflexively banish them with Summoning the Loyal Steel, Void Sheath Technique, and Void-Banished Mail after making an Essence roll difficulty 1.
Characters who cannot banish their weapons may make a Wits+Athletics roll difficulty the caster's Essence to drop their weapon; if this roll fails, they must make a Strength+Athletics roll difficulty of (the strength requirement artifact), although this only applies if the character has a Strength of 3 or more. Characters wearing artifact armor must make a Strength+Athletics roll difficulty equal to the caster's Essence to not be immediately knocked prone. Characters wearing artifact armor that stay standing must make a Strength+Endurance difficulty of the armor's artifact rating every turn until they are able to reattune or remove the armor and must make a Strength+Athletics roll difficulty of the armor's artifact rating to move at all. The mobility and fatigue ratings of the armor are doubled, although the wearer of the armor still receives the soak of the armor(minus any magical material bonuses the armor gives); armors with 0 mobility penalty or fatigue have a mobility penalty or fatigue rating of 2. Characters who attempt to wield an unattuned weapon must make a Strength+Athletics roll difficulty equal to the weapon's artifact rating every turn to continue holding it and suffer a -2 to Speed, Accuracy, Defense, and Rate; these values can fall into the negative (minimum Rate is 1). The duration of this effect is the caster's Essence in rounds and when the duration is over the characters must forcefully reattune the items by spending double the regular attunement cost. Artifacts that do not have actual attunement costs and only have activated abilities simply cannot use the abilities for the duration of the spell. This spell may not be parried.
Comments
This is the Terrestrial version of Severance of Mystical Attunement and is a single target instead of an area of effect. I can just see 20 DB sorcerers throwing this at a bunch of anathema to turn off all the first age toys. I am hoping to think of a niftier sounding name for it but until I do it is the Ray of Disruption. ^_- DayisDawnreaver