Difference between revisions of "Elemental Field"

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(Created page with "{{sexy}} {{spell |school=air |school2=electricity |school3=fire |school4=slime |school5=water |xp=1 |distance=Near |time=2 rounds per school rank |save=Guard Roll |descriptio...")
 
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|xp=1
 
|xp=1
 
|distance=Near
 
|distance=Near
|time=2 rounds per school rank
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|time=2 rounds per spell rank
 
|save=[[Guard Roll]]
 
|save=[[Guard Roll]]
|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]] 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 amount of damage the wall incurs varies by Intensity.
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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).
  
 
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''.
|level1=+4 Spell Damage
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|level1=+4 Spell Harm
|level2=+8 Spell Damage
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|level2=+8 Spell Harm
|level3=+12 Spell Damage
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|level3=+12 Spell Harm
|level4=+16 Spell Damage
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|level4=+16 Spell Harm
|level5=+20 Spell Damage
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|level5=+20 Spell Harm
 
}}
 
}}

Revision as of 16:43, 22 January 2012

PinUp.svg This rule is pretty sexy and doesn't need any attention. Consider it good to go.
This spell has a unknown 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 N/A
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).

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