Difference between revisions of "Elemental Field"

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m (conjuring→dynamic)
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|school4=slime
 
|school4=slime
 
|school5=water
 
|school5=water
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|school6=ruin
 +
|school7=light
 +
|school8=dark
 
|xp=1
 
|xp=1
 
|target=Area
 
|target=Area
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|description=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.
 
|description=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 {{spell badge|fire|inline=1|size=16}} ''Firewall''.  To air mages, it's {{spell badge|air|inline=1|size=16}} ''Wind Wall''. Slime mages call this spell {{spell badge|slime|inline=1|size=16}} ''Corrosive Cage''. Electricity mages call this spell {{spell badge|electricity|inline=1|size=16}} ''Electric Fence''. Water mages call it {{spell badge|water|inline=1|size=16}} ''Wall of Water''.
+
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 {{spell badge|fire|inline=1|size=16}} ''Firewall''.  To air mages, it's {{spell badge|air|inline=1|size=16}} ''Wind Wall''. Slime mages call this spell {{spell badge|slime|inline=1|size=16}} ''Corrosive Cage''. Electricity mages call this spell {{spell badge|electricity|inline=1|size=16}} ''Electric Fence''. Water mages call it {{spell badge|water|inline=1|size=16}} ''Wall of Water''.  In the ruin school, it's called {{spell badge|ruin|inline=1|size=16}} ''Wilting Wall''. To light mages, it's {{spell badge|light|inline=1|size=16}} ''Corona''. To dark mages, it's {{spell badge|dark|inline=1|size=16}} ''Darkroom''.
 
|level1=+4 Spell Harm
 
|level1=+4 Spell Harm
 
|level2=+8 Spell Harm
 
|level2=+8 Spell Harm

Revision as of 12:53, 10 July 2013

PinUp.svg This rule is pretty sexy and doesn't need any attention. Consider it good to go.
This spell has a dynamic 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
This is a ruin spell
This is a light spell
This is a dark 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. In the ruin school, it's called This is a ruin spell Wilting Wall. To light mages, it's This is a light spell Corona. To dark mages, it's This is a dark spell Darkroom.

Intensity Effects

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