Difference between revisions of "Flare"
From NsdWiki
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m (conjuring→dynamic) |
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{{sexy}} | {{sexy}} | ||
{{spell | {{spell | ||
− | |essence= | + | |essence=dynamic |
|school=fire | |school=fire | ||
|school2=light | |school2=light |
Revision as of 20:42, 20 January 2013
This rule is pretty sexy and doesn't need any attention. Consider it good to go. |
Rarity | 1 |
---|---|
AP | 4 |
Target | N/A |
Distance | Far |
Lasts | N/A |
Save | Vitality |
The mage calls upon the spirit of fire to bring forth a burst of fire and light. The mage can use this Flare to signal friends, or blind foes, or even cover your escape. The flare may be launched into the sky as a signal or ignited at close range. The intensity of the flare is dependent on the Intensity.
Intensity Effects
- Create a finger-sized signal flare, visible at a distance of 1 mile at night. If not launched, causes an annoying green blob in the vision of everyone with their eyes open (onlookers lose 1 AP for one round).
- Creates a bottle-sized signal flare, visible at a distance of 10 miles at night. If not launched, it blinds everyone with their eyes open for two rounds.
- Creates a basketball-sized signal flare, visible at a distance of 20 miles at night. If not launched, blinds everyone with their eyes open for 30 seconds.
- Creates a torso-sized signal flare, visible at a distance of 50 miles at night. If not launched, it blinds everyone with their eyes open for one minute.
- Creates a bolder-sized signal flare, and can be seen from 100 miles. If not launched, it blinds everyone with their eyes open for five minutes.