Difference between revisions of "Root"

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|target=Self
 
|target=Self
 
|time=1 round per school rank
 
|time=1 round per school rank
|description=The mage causes his or her feet to transform into tree roots, digging into the ground and making it hard to be forcibly moved.  This effectively hinders attempts to push, pull, overrun, or trip the mage.  This is also a good way to anchor one's self when exerting acts of strength, such as pulling a rope to hoist something, or clenching onto the rope your allies just tossed up the side of a cliff to help pull them up.  Even though your feet may be anchored, your other joints may be able to pop right out of socket or with enough force possibly be torn off.  The GM should dictate when a [[Hold]] check is appropriate, or a [[Muscle]] check when hoisting something.
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|description=The mage causes his or her feet to transform into tree roots, digging into the ground and making it hard to be forcibly moved.  This effectively hinders attempts to push, pull, overrun, or trip the mage.  This is also a good way to anchor one's self when exerting acts of strength, such as pulling a rope to hoist something, or clenching onto the rope your allies just tossed up the side of a cliff to help pull them up.  Even though your feet may be anchored, your other joints may be able to pop right out of socket or with enough force possibly be torn off.  The GM should dictate when an [[Athletics]] check is appropriate.
 
|level1=+5 bonus to resist movement
 
|level1=+5 bonus to resist movement
 
|level2=+10 bonus to resist movement
 
|level2=+10 bonus to resist movement

Revision as of 20:54, 28 February 2010

This spell has a unknown essence
This is a verdance spell
Rarity 2
AP 4
Target Self
Distance N/A
Lasts 1 round per school rank

The mage causes his or her feet to transform into tree roots, digging into the ground and making it hard to be forcibly moved. This effectively hinders attempts to push, pull, overrun, or trip the mage. This is also a good way to anchor one's self when exerting acts of strength, such as pulling a rope to hoist something, or clenching onto the rope your allies just tossed up the side of a cliff to help pull them up. Even though your feet may be anchored, your other joints may be able to pop right out of socket or with enough force possibly be torn off. The GM should dictate when an Athletics check is appropriate.

Intensity Effects

  1. +5 bonus to resist movement
  2. +10 bonus to resist movement
  3. +15 bonus to resist movement
  4. +20 bonus to resist movement
  5. +25 bonus to resist movement