Difference between revisions of "Elemental Field"

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|time=2 rounds per spell rank
 
|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]] (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.
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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). This spell delivers ''burning'' damage. The mage doesn't need to put himself inside of the wall; he might want to protect something valuable he can't reach.
  
 
A mage can cast this spell using any of the listed elements, but must buy Elemental Skill ranks in each. Every elemental school has a nickname for this spell.
 
A mage can cast this spell using any of the listed elements, but must buy Elemental Skill ranks in each. Every elemental school has a nickname for this spell.
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</tr>
 
</tr>
 
</table>
 
</table>
 
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|intensity=The bonus this spell grants to the Spell Harm in the Casting Roll depends on the Intensity.
 
|level1=+4 Spell Harm
 
|level1=+4 Spell Harm
 
|level2=+8 Spell Harm
 
|level2=+8 Spell Harm

Latest revision as of 20:22, 3 April 2022

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). This spell delivers burning damage. The mage doesn't need to put himself inside of the wall; he might want to protect something valuable he can't reach.

A mage can cast this spell using any of the listed elements, but must buy Elemental Skill ranks in each. Every elemental school has a nickname for this spell.

This is a fire spell Firewall This is a air spell Wind Wall This is a slime spell Corrosive Cage
This is a electricity spell Electric Fence This is a water spell Wall of Water This is a ruin spell Wilting Wall
This is a light spell Corona This is a dark spell Darkroom

Intensity Effects

The bonus this spell grants to the Spell Harm in the Casting Roll depends on the Intensity.

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