Difference between revisions of "Calm/Enrage the Sea"
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Revision as of 02:55, 16 May 2018
This rule needs to become a Ritual! Give it some story flavor text and some mechanics. |
This rule just plain sucks. It needs a complete overhaul in order to be useful. We don't want to deprecate it, so get cracking on a revision, slacker! |
Rarity | 1 |
---|---|
AP | 4 |
Target | Object (water) |
Distance | Medium |
Lasts | 1 round/school rank |
The mage shouts ancient incantations across the waves, either soothing the turbulent waters or inciting them to tempestuous rage. The Intensity at which it is cast indicates the change in conditions. During this duration any Water Spells cast within the spell's distance (which is centered on the caster) have their Spell Attack score increased. Also, any Hurt incurred due to water effects such as drowning is similarly increased, dependant on Intensity.
Intensity Effects
- The waters calm or stir enough to raise some eyebrows. +1/-1 Hurt/Spell Attack
- Surfing becomes possible in shallows/Regular surf stills. +3/-3 Hurt/Spell Attack
- Ever wondered what it was to be seasick/Ever wanted the room to stop spinning? +5/-5 Hurt/Spell Attack
- Within seconds, twenty foot swells have either disappeared or dawned on the seas, tossing ships about like a child’s toys. +7/-7 Hurt/Spell Attack
- Any ships nearby are capsized or swallowed/Even hurricanes and whirlpools play nice. +10/-10 Hurt/Spell Attack