Difference between revisions of "Elemental Onslaught"

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{{spell
 
{{spell
 
|essence=dynamic
 
|essence=dynamic
|school=air
+
|school=all
|school2=earth
 
|school3=electricity
 
|school4=fire
 
|school5=ice
 
|school6=metal
 
|school7=slime
 
|school8=water
 
 
|xp=4
 
|xp=4
 
|distance=Far
 
|distance=Far
 
|target=Area
 
|target=Area
|ap=5
+
|ap=6
 
|save=[[Guard Roll]]
 
|save=[[Guard Roll]]
|description=The mage invokes a violent surge of elemental power that explodes with a concussive force. The energy of the spell resembles the element in question: water and acid falling from the sky, an iceberg or meteor smashing the ground, columns of flame or a spray of bullets erupting from the ground, a swirling whirlwind, or streaks of lightning. The spell affects an area of 5 feet in diameter for every spell rank. The mage makes an Attack Roll using the Magic weapon skill. Creatures within this area a chance to Dodge, but cannot Parry (without the Spell Swat trump). Half of the damage dealt by this spell is impact. The other half of the damage is of the specific element (if a creature is immune to damage by that element, it's still subject to the other half).
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|description=The mage invokes a violent surge of elemental power that explodes with a pulverizing force. The energy of the spell resembles the element in question: water and acid falling from the sky, an iceberg or meteor smashing the ground, columns of flame or a spray of bullets erupting from the ground, a swirling whirlwind, or streaks of lightning. The spell affects an area of 5 feet in radius for every spell rank. The mage makes an [[Attack Roll]] using the ''magic'' [[weapon style]]. Creatures within this area may try to [[Dodge]], but cannot Parry (without the Spell Swat trump). This spell delivers both ''burning'' and ''crushing'' damage (i.e. targets who incur damage must be immune to both types to avoid injury).
  
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}} ''Firestorm''. In the ice school, it's called {{spell badge|ice|inline=1|size=16}} ''Iceberg''. To earth mages, it's {{spell badge|earth|inline=1|size=16}} ''Meteor''. To air mages, it's {{spell badge|air|inline=1|size=16}} ''Twister''. Slime mages call this spell {{spell badge|slime|inline=1|size=16}} ''Acid Rain''. Metal mages refer to it as {{spell badge|metal|inline=1|size=16}} ''Bullet Storm''. Electricity mages call this spell {{spell badge|electricity|inline=1|size=16}} ''Seven Thunders''. Water mages call it {{spell badge|water|inline=1|size=16}} ''Deluge''.
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A mage can cast this spell using any of the listed elements, but must buy [[magic element]] ranks in each. Every elemental school has a nickname for this spell.
|level1=+10 Spell Hurt
+
<table>
|level2=+15 Spell Hurt
+
<tr>
|level3=+20 Spell Hurt
+
  <th>{{spell badge|fire|inline=1|size=16}}</th>
|level4=+25 Spell Hurt
+
  <td>Firestorm</td>
|level5=+30 Spell Hurt
+
  <th>{{spell badge|ice|inline=1|size=16}}</th>
 +
  <td>Blizzard</td>
 +
  <th>{{spell badge|earth|inline=1|size=16}}</th>
 +
  <td>Landslide</td>
 +
</tr>
 +
<tr>
 +
  <th>{{spell badge|air|inline=1|size=16}}</th>
 +
  <td>Twister</td>
 +
  <th>{{spell badge|slime|inline=1|size=16}}</th>
 +
  <td>Dissolve</td>
 +
  <th>{{spell badge|metal|inline=1|size=16}}</th>
 +
  <td>Bullet Storm</td>
 +
</tr>
 +
<tr>
 +
  <th>{{spell badge|electricity|inline=1|size=16}}</th>
 +
  <td>Thunderstorm</td>
 +
  <th>{{spell badge|water|inline=1|size=16}}</th>
 +
  <td>Deluge</td>
 +
  <th>{{spell badge|verdance|inline=1|size=16}}</th>
 +
  <td>Sonic Boom</td>
 +
</tr>
 +
<tr>
 +
  <th>{{spell badge|ruin|inline=1|size=16}}</th>
 +
  <td>Downfall</td>
 +
  <th>{{spell badge|light|inline=1|size=16}}</th>
 +
  <td>Solar Flare</td>
 +
  <th>{{spell badge|dark|inline=1|size=16}}</th>
 +
  <td>Eclipse</td>
 +
</tr>
 +
</table>
 +
|intensity=The bonus this spell grants to the Spell Harm in the Casting Roll depends on the Intensity.
 +
|level1=+10 Spell Harm
 +
|level2=+15 Spell Harm
 +
|level3=+20 Spell Harm
 +
|level4=+25 Spell Harm
 +
|level5=+30 Spell Harm
 
}}
 
}}

Latest revision as of 20:29, 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 spell can be powered by any element
Rarity 4
AP 6
Target Area
Distance Far
Lasts N/A
SaveGuard Roll

The mage invokes a violent surge of elemental power that explodes with a pulverizing force. The energy of the spell resembles the element in question: water and acid falling from the sky, an iceberg or meteor smashing the ground, columns of flame or a spray of bullets erupting from the ground, a swirling whirlwind, or streaks of lightning. The spell affects an area of 5 feet in radius for every spell rank. The mage makes an Attack Roll using the magic weapon style. Creatures within this area may try to Dodge, but cannot Parry (without the Spell Swat trump). This spell delivers both burning and crushing damage (i.e. targets who incur damage must be immune to both types to avoid injury).

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

This is a fire spell Firestorm This is a ice spell Blizzard This is a earth spell Landslide
This is a air spell Twister This is a slime spell Dissolve This is a metal spell Bullet Storm
This is a electricity spell Thunderstorm This is a water spell Deluge This is a verdance spell Sonic Boom
This is a ruin spell Downfall This is a light spell Solar Flare This is a dark spell Eclipse

Intensity Effects

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

  1. +10 Spell Harm
  2. +15 Spell Harm
  3. +20 Spell Harm
  4. +25 Spell Harm
  5. +30 Spell Harm