Difference between revisions of "Elemental Portation"

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{{sexy}}
 
{{sexy}}
 
{{spell
 
{{spell
|essence=transportive
+
|essence=mutative
|school=air
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|school=all
|school2=earth
+
|xp=4
|school3=electricity
 
|school4=fire
 
|school5=ice
 
|school6=metal
 
|school7=slime
 
|school8=water
 
|xp=3
 
 
|target=Self
 
|target=Self
 
|distance=Self
 
|distance=Self
|description=The mage calls upon an elemental spirit to allow him passage between two points. The mage vanishes in a way characteristic to the element involved. For instance, a water mage is liquefied and falls to the ground with a splash, evaporating, and reappearing at the destination with a spray of water. An electricity mage is struck by a bolt of lightning from the sky or ceiling and similarly strikes the ground at the destination. The mage is transported instantaneously, however, the distance the spell can cover is dependent on the Intensity. At low Intensities, this spell is useful to move around battlefields, and at high Intensities, for overland movement. The mage must have some of the element in question on-hand in order to cast this spell.
+
|description=The mage calls upon an elemental to allow him passage between two points. The mage vanishes in a way characteristic of the element involved. For instance, a water mage is liquefied and falls to the ground with a splash, evaporating, and reappearing at the destination with a spray of water. An electricity mage is struck by a bolt of lightning from the sky or ceiling and similarly strikes the ground at the destination. The mage is transported instantaneously, however, the distance the spell can cover is dependent on the Intensity. At low Intensities, this spell is useful to move around battlefields, and at high Intensities, for overland movement.
  
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}} ''Up in Smoke''. In the ice school, it's called {{spell badge|ice|inline=1|size=16}} ''Snowdrift''. To earth mages, it's {{spell badge|earth|inline=1|size=16}} ''Rock and Roll''. To air mages, it's {{spell badge|air|inline=1|size=16}} ''Airwalk''. Slime mages call this spell {{spell badge|slime|inline=1|size=16}} ''Snot Rocket''. Metal mages refer to it as {{spell badge|metal|inline=1|size=16}} ''Steel Slide''. Electricity mages call this spell {{spell badge|electricity|inline=1|size=16}} ''Ride the Lightning''. Water mages call it {{spell badge|water|inline=1|size=16}} ''Water Slide''.
+
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}} ''Up in Smoke''. In the ice school, it's called {{spell badge|ice|inline=1|size=16}} ''Snowdrift''. To earth mages, it's {{spell badge|earth|inline=1|size=16}} ''Rock and Roll''. To air mages, it's {{spell badge|air|inline=1|size=16}} ''Airwalk''. Slime mages call this spell {{spell badge|slime|inline=1|size=16}} ''Snot Rocket''. Metal mages refer to it as {{spell badge|metal|inline=1|size=16}} ''Steel Away''. Electricity mages call this spell {{spell badge|electricity|inline=1|size=16}} ''Ride the Lightning''. Water mages call it {{spell badge|water|inline=1|size=16}} ''Water Slide''. In the verdance school, this spell is known as {{spell badge|verdance|inline=1|size=16}} ''Transplant''. In the ruin school, it's called {{spell badge|ruin|inline=1|size=16}} ''Wasting Away''. To light mages, it's {{spell badge|light|inline=1|size=16}} ''Traveling Light''. To dark mages, it's {{spell badge|dark|inline=1|size=16}} ''Fly by Night''.  
 
|level1=50 feet
 
|level1=50 feet
 
|level2=500 feet
 
|level2=500 feet

Revision as of 17:48, 20 February 2014

PinUp.svg This rule is pretty sexy and doesn't need any attention. Consider it good to go.
This spell has a mutative essence
This spell can be powered by any element
Rarity 4
AP 4
Target Self
Distance Self
Lasts N/A

The mage calls upon an elemental to allow him passage between two points. The mage vanishes in a way characteristic of the element involved. For instance, a water mage is liquefied and falls to the ground with a splash, evaporating, and reappearing at the destination with a spray of water. An electricity mage is struck by a bolt of lightning from the sky or ceiling and similarly strikes the ground at the destination. The mage is transported instantaneously, however, the distance the spell can cover is dependent on the Intensity. At low Intensities, this spell is useful to move around battlefields, and at high Intensities, for overland movement.

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 Up in Smoke. In the ice school, it's called This is a ice spell Snowdrift. To earth mages, it's This is a earth spell Rock and Roll. To air mages, it's This is a air spell Airwalk. Slime mages call this spell This is a slime spell Snot Rocket. Metal mages refer to it as This is a metal spell Steel Away. Electricity mages call this spell This is a electricity spell Ride the Lightning. Water mages call it This is a water spell Water Slide. In the verdance school, this spell is known as This is a verdance spell Transplant. In the ruin school, it's called This is a ruin spell Wasting Away. To light mages, it's This is a light spell Traveling Light. To dark mages, it's This is a dark spell Fly by Night.

Intensity Effects

  1. 50 feet
  2. 500 feet
  3. 1 mile
  4. 10 miles
  5. 100 miles