Difference between revisions of "Elemental Field"

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Revision as of 22:04, 19 January 2013

PinUp.svg This rule is pretty sexy and doesn't need any attention. Consider it good to go.
This spell has a conjuring essence
This is a air spell
This is a electricity spell
This is a fire spell
This is a slime spell
This is a water spell
Rarity 1
AP 4
Target Area
Distance Near
Lasts 2 rounds per spell rank
SaveGuard Roll

The mage conjures a field of tangible elemental energy to hedge out the tricks of others. The wall can be dismissed at will, and when the spell expires, the wall dematerializes in a way that is characteristic of the element (fire dissipates in a puff of smoke, wind vanishes with a whoosh, etc.). The wall itself is 20 feet high, 40 feet wide, and can be made into any shape the mage wishes, but the wall is immobile. The mage makes a single Casting Roll (including the bonus listed below) when the spell is cast and anyone attempting to walk through the field for the duration of the spell must make a Guard Roll against this number (since they're choosing to walk through the wall, no Attack or Dodge is necessary). The mage doesn't need to put himself inside of the wall; he might want to protect something valuable he can't reach.

When learning this spell, the mage must choose the specific element that is used when cast. A mage can learn this spell in different elemental schools, but must buy Spell skill ranks in each. In the fire school, this spell is known as This is a fire spell Firewall. To air mages, it's This is a air spell Wind Wall. Slime mages call this spell This is a slime spell Corrosive Cage. Electricity mages call this spell This is a electricity spell Electric Fence. Water mages call it This is a water spell Wall of Water.

Intensity Effects

  1. +4 Spell Harm
  2. +8 Spell Harm
  3. +12 Spell Harm
  4. +16 Spell Harm
  5. +20 Spell Harm