Difference between revisions of "Paralyze"

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m (Tweak → Test)
(changing to mutative)
 
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{{test}}
 
{{test}}
 
{{spell
 
{{spell
|essence=compulsory
+
|essence=mutative
|school=electricity
+
|school=water
 
|xp=2
 
|xp=2
 
|distance=Near
 
|distance=Near
 
|target=Creature
 
|target=Creature
 
|time=Two rounds per rank
 
|time=Two rounds per rank
|save=[[Mind Control]]
+
|save=[[Resilience]]
|description=The mage shuts down the nervous system of his or her target, rendering them completely immobile. Only creatures with discernible nervous systems can be affected by this spell (see [[Nature]]). Paralyzed spellcasters or creatures with Special Powers can only use them if they require no motion. Paralyzed creatures simply stop dead in their tracks. They don't fall to the ground (unless of course, they had wings and were flying). The size of the targeted creature depends on the Intensity.  
+
|description=The mage shuts down the nervous system of a target, rendering them completely inert. Any flesh and blood creature targeted by this spell must make a Resilience check or gain the ''[[paralyzed]]'' condition. Paralyzed creatures simply stop dead in their tracks; they don't fall to the ground (unless, of course, they had wings and were flying). The Size of the targeted creature depends on the Intensity.  
 
|level1=Size −2 and below (an alternative to ''timeout'' for your kid)
 
|level1=Size −2 and below (an alternative to ''timeout'' for your kid)
 
|level2=Size 0 and below (most humanoids)
 
|level2=Size 0 and below (most humanoids)

Latest revision as of 15:54, 30 November 2019

Crashtestdummy.svg This rule simply needs to be tested. It may be almost perfect, or it may need a bit of work. We think it's pretty good, but it hasn't been really tested. Leave any feedback on the Talk page, please!
This spell has a mutative essence
This is a water spell
Rarity 2
AP 4
Target Creature
Distance Near
Lasts Two rounds per rank
SaveResilience

The mage shuts down the nervous system of a target, rendering them completely inert. Any flesh and blood creature targeted by this spell must make a Resilience check or gain the paralyzed condition. Paralyzed creatures simply stop dead in their tracks; they don't fall to the ground (unless, of course, they had wings and were flying). The Size of the targeted creature depends on the Intensity.

Intensity Effects

  1. Size −2 and below (an alternative to timeout for your kid)
  2. Size 0 and below (most humanoids)
  3. Size 3 and below (…and the horse they rode in on)
  4. Size 6 and below (how you keep an elephant from charging)
  5. Any size creature (Stop-zilla)