Difference between revisions of "Cold Hearted"

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(New page: {{spell |xp= 2 |target=Self |time=2 rounds per school rank |description=The mage calls upon the spirit of cold to change his or her body into solid ice, making mage extremely slippery and ...)
 
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|target=Self
 
|target=Self
 
|time=2 rounds per school rank
 
|time=2 rounds per school rank
|description=The mage calls upon the spirit of cold to change his or her body into solid ice, making mage extremely slippery and tough.  He or she is granted a Dermal Armor bonus to the Defense Roll, and slight bonuses to opposed Hold checks.  The mage also deals an additional point of damage per level of the spell to any unarmed attacks.  In this icy state, however, fire deals double damage.
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|description=The mage calls upon the spirit of cold to change his or her body into solid ice, making mage extremely slippery and tough.  He or she is granted a [[Dermal Armor]] bonus to the [[Defense Roll]], and slight bonuses to opposed [[Hold]] checks.  The mage also deals an additional point of damage per level of the spell to any unarmed attacks.  In this icy state, however, fire deals double damage.
 
|level1=Hold +1, Defense +2, Damage +1
 
|level1=Hold +1, Defense +2, Damage +1
 
|level2=Hold +2, Defense +4, Damage +2
 
|level2=Hold +2, Defense +4, Damage +2
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[[Category:Spells]]
 
[[Category:Spells]]
 
[[Category:Ice Spells]]
 
[[Category:Ice Spells]]
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[[Category:Manipulation Spells]]

Revision as of 14:01, 21 May 2007

This spell has a unknown essence
Rarity 2
AP 4
Target Self
Distance N/A
Lasts 2 rounds per school rank

The mage calls upon the spirit of cold to change his or her body into solid ice, making mage extremely slippery and tough. He or she is granted a Dermal Armor bonus to the Defense Roll, and slight bonuses to opposed Hold checks. The mage also deals an additional point of damage per level of the spell to any unarmed attacks. In this icy state, however, fire deals double damage.

Intensity Effects

  1. Hold +1, Defense +2, Damage +1
  2. Hold +2, Defense +4, Damage +2
  3. Hold +3, Defense +7, Damage +3
  4. Hold +4, Defense +11, Damage +4
  5. Hold +5, Defense +16, Damage +5