Stay Put

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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