Difference between revisions of "Stay Put"

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m (Lift → Might)
 
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|school5=verdance
 
|school5=verdance
 
|xp=2
 
|xp=2
|target=Creatures
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|target=Area
 
|distance=Medium
 
|distance=Medium
|time=1 round per rank
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|time=2 rounds per rank
 
|save=[[Might]]
 
|save=[[Might]]
|description=The mage causes a creature to be stuck in place — bad if it's trying to get away, good if it wants to not be moved! The mage makes a Magic Attack Roll. If the target fails its Dodge Roll (or opts out), any hands or feet which are in contact with a surface (feet on the ground, hands on a bar, perhaps) are trapped. The target is then considered ''pinned'' as if it were in a [[Grab]], and therefore ''wide-eyed''. The mage makes a Casting Roll, the result of which is what the target must meet on a Lift check to be freed from the entrapment (the target's buddies can try to yank their pal out of the trap with their own Lift checks, also). Attempts on trapped targets to push, pull, or overrun them must also meet the Casting Roll. If a creature has more than two appendages trapped, it can't be tripped, but it can be overrun and burst from the bonds. The number of creatures that can be trapped depends on the Intensity.
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|description=The mage causes things to be stuck in place — bad if they're trying to get away, good if they want to not be moved! The mage makes an Attack Roll using the ''Magic'' weapon skill, and can choose any targets in the area of effect. If a target fails its Dodge Roll (or opts out), any appendages which are in contact with a surface (e.g. feet on the ground, hands on a bar) are trapped. The target gains the ''grabbed'' condition. If the target rolls a Critical Failure, they gain the ''immobilized'' condition. The mage makes a Casting Roll, the result of which is what the target must meet on a Might check to be freed from the entrapment (the target's buddies can try to yank their pal out of the trap with their own Might checks, also). [[Slam]] attempts on trapped targets must also meet the Casting Roll.
  
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 ice school, this spell is called {{spell badge|ice|inline=1|size=16}} ''Freeze!'', and it traps targets' appendages in blocks of ice. To earth mages, it's {{spell badge|earth|inline=1|size=16}} ''Bury'', and it draws up hard rock around the targets' appendages. Slime mages call this spell {{spell badge|slime|inline=1|size=16}} ''Glue'', which sticks targets in place with a powerful adhesive. Metal mages refer to it as {{spell badge|metal|inline=1|size=16}} ''Shackles'' because metal harnesses appear and lock down targets. Verdance mages call it {{spell badge|verdance|inline=1|size=16}} ''Root'', which causes roots to grow around the targets.
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The mage can target not only creatures, but objects and vehicles, too. Unattended objects (e.g. a crate) are automatically pinned, but vehicles in motion (e.g. a wagon) can use the driver's [[Animal Control]] or [[Machinery]] check (whether the vehicle is drawn or powered) in place of a Dodge. A creature, object, or vehicle must fit entirely in the area of effect to be pinned.
|level1=One creature
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|level2=Two creatures
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A mage can cast this spell using any of the listed elements, but must buy Elemental Skill ranks in each. Every elemental school has a nickname for this spell.
|level3=Three creatures
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<table>
|level4=Four creatures
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<tr>
|level5=Five creatures
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  <th>{{spell badge|ice|inline=1|size=16}}</th>
 +
  <td>Freeze!</td>
 +
  <th>{{spell badge|earth|inline=1|size=16}}</th>
 +
  <td>Bury</td>
 +
  <th>{{spell badge|slime|inline=1|size=16}}</th>
 +
  <td>Glue</td>
 +
</tr>
 +
<tr>
 +
  <th>{{spell badge|metal|inline=1|size=16}}</th>
 +
  <td>Shackles</td>
 +
  <th>{{spell badge|verdance|inline=1|size=16}}</th>
 +
  <td>Root</td>
 +
  <th></th>
 +
  <td></td>
 +
</tr>
 +
</table>
 +
|level1=5 ft radius
 +
|level2=10 ft radius
 +
|level3=15 ft radius
 +
|level4=20 ft radius
 +
|level5=25 ft radius
 
}}
 
}}

Latest revision as of 16:47, 20 January 2019

Pylon.svg This rule simply needs tweaking. It may be almost perfect, or it may need a bit of work. It's half-way in between sexy and in need of overhaul. Leave any ideas on the Talk page, please!
This spell has a dynamic essence
This is a earth spell
This is a ice spell
This is a metal spell
This is a slime spell
This is a verdance spell
Rarity 2
AP 4
Target Area
Distance Medium
Lasts 2 rounds per rank
SaveMight

The mage causes things to be stuck in place — bad if they're trying to get away, good if they want to not be moved! The mage makes an Attack Roll using the Magic weapon skill, and can choose any targets in the area of effect. If a target fails its Dodge Roll (or opts out), any appendages which are in contact with a surface (e.g. feet on the ground, hands on a bar) are trapped. The target gains the grabbed condition. If the target rolls a Critical Failure, they gain the immobilized condition. The mage makes a Casting Roll, the result of which is what the target must meet on a Might check to be freed from the entrapment (the target's buddies can try to yank their pal out of the trap with their own Might checks, also). Slam attempts on trapped targets must also meet the Casting Roll.

The mage can target not only creatures, but objects and vehicles, too. Unattended objects (e.g. a crate) are automatically pinned, but vehicles in motion (e.g. a wagon) can use the driver's Animal Control or Machinery check (whether the vehicle is drawn or powered) in place of a Dodge. A creature, object, or vehicle must fit entirely in the area of effect to be pinned.

A mage can cast this spell using any of the listed elements, but must buy Elemental Skill ranks in each. Every elemental school has a nickname for this spell.

This is a ice spell Freeze! This is a earth spell Bury This is a slime spell Glue
This is a metal spell Shackles This is a verdance spell Root

Intensity Effects

  1. 5 ft radius
  2. 10 ft radius
  3. 15 ft radius
  4. 20 ft radius
  5. 25 ft radius