Elemental Field

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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.

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

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