Difference between revisions of "Flight"

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(relocate intensity)
 
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|distance=Contact
 
|distance=Contact
 
|target=Creature
 
|target=Creature
 +
|save=Resilience
 
|time=1 minute per rank
 
|time=1 minute per rank
|description=The mage calls upon the spirit of the air to grant him or her airborne maneuverability.  (This spell can also be cast on a willing ally).  If the target is airborne while the spell is active, and the spell ends, the target slowly floats towards the ground, taking no damage.  If the spell is dispelled, or the effect is subject to a Spell Ward, the target plummets to the ground, taking 1 point of damage per foot fallen (subject to a [[Guard Roll]]). The creature cannot hover, but can fly at its typical movement speed, and can certainly zoom through the skies with a [[Dash]] check. The bonus granted to Dash depends on the Intensity.
+
|description=The mage grants herself or a willing ally airborne maneuverability.  If the target is airborne while the spell is active, and the spell ends, the target slowly floats towards the ground, taking no damage.  If the spell is dispelled, or the effect is subject to a [[Spell Ward]], the target plummets to the ground, taking 1 point of damage per foot fallen (subject to a [[Guard Roll]]). The creature cannot hover, but can fly at its typical movement speed, and can certainly zoom through the skies with a [[Dash]] check.
 +
|intensity=The bonus granted to Dash depends on the Intensity.
 
|level1= +2 bonus to Dash
 
|level1= +2 bonus to Dash
 
|level2= +4 bonus
 
|level2= +4 bonus

Latest revision as of 20:38, 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 mutative essence
This is a air spell
Rarity 2
AP 4
Target Creature
Distance Contact
Lasts 1 minute per rank
SaveResilience

The mage grants herself or a willing ally airborne maneuverability. If the target is airborne while the spell is active, and the spell ends, the target slowly floats towards the ground, taking no damage. If the spell is dispelled, or the effect is subject to a Spell Ward, the target plummets to the ground, taking 1 point of damage per foot fallen (subject to a Guard Roll). The creature cannot hover, but can fly at its typical movement speed, and can certainly zoom through the skies with a Dash check.

Intensity Effects

The bonus granted to Dash depends on the Intensity.

  1. +2 bonus to Dash
  2. +4 bonus
  3. +6 bonus
  4. +8 bonus
  5. +10 bonus