Hallow

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Revision as of 02:55, 16 May 2018 by Doublecompile (talk | contribs) (+ritualize)
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Magic-stones.svg This rule needs to become a Ritual! Give it some story flavor text and some mechanics.
Police brutality.svg This rule just plain sucks. It needs a complete overhaul in order to be useful. We don't want to deprecate it, so get cracking on a revision, slacker!
This spell has a dynamic essence
This is a air spell
This is a electricity spell
Rarity 3
AP 4
Target Area
Distance Far
Lasts 10 minutes per rank

The mage calls to the heavens and the heavens respond with stinging rain, hurricane winds, and terrible hail. Thunder trembles the ground and lightning rends the sky. The storm spreads for a mile centered on the target of the spell. Anyone caught within the confines of the storm will suffer the effects listed below and shouldn't count on having a good hair day. Mounts will shy and throw their riders unless they pass a ride check against the spell roll. Due to the fierce winds, flying through mundane means is impossible and ground-based movement is halved. Air, Water, and Electricity spells cast in the area of the storm gain the benefits below based on Intensity.

Intensity Effects

  1. +1 Spell Attack
  2. +5 Spell Attack
  3. +10 Spell Attack
  4. +15 Spell Attack
  5. +20 Spell Attack