Difference between revisions of "Entrapment Ward"
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+ | {{overhaul}} | ||
{{spell | {{spell | ||
+ | |essence=warding | ||
|xp=3 | |xp=3 | ||
|distance=Contact | |distance=Contact | ||
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|save=N/A | |save=N/A | ||
|description=The mage conducts resistant magic into a creature, rendering it less susceptible to effects and conditions that might hamper movement. Ultimately, this spell aims to let a target move freely through any substance, and remove itself from a trap. | |description=The mage conducts resistant magic into a creature, rendering it less susceptible to effects and conditions that might hamper movement. Ultimately, this spell aims to let a target move freely through any substance, and remove itself from a trap. | ||
− | |level1=+10 bonus to [[ | + | |level1=+10 bonus to [[Thievery]] check for escaping |
|level2=No penalties from webs, slime, Tentacles, or any other magic or mundane substance that would hamper movement. | |level2=No penalties from webs, slime, Tentacles, or any other magic or mundane substance that would hamper movement. | ||
|level3=Can move normally through water | |level3=Can move normally through water | ||
|level4=Can move normally through environmental effects, like [[Heighten/Lessen Gravity|Heightened Gravity]] | |level4=Can move normally through environmental effects, like [[Heighten/Lessen Gravity|Heightened Gravity]] | ||
− | |level5=Automatically passes | + | |level5=Automatically passes Thievery checks for escaping, cannot be [[Grab|Grabbed]], and immunity to [[Paralyze]] |
}} | }} | ||
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Latest revision as of 21:54, 19 January 2013
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! |
Rarity | 3 |
---|---|
AP | 4 |
Target | Creature |
Distance | Contact |
Lasts | 10 minutes per school rank |
Save | N/A |
The mage conducts resistant magic into a creature, rendering it less susceptible to effects and conditions that might hamper movement. Ultimately, this spell aims to let a target move freely through any substance, and remove itself from a trap.
Intensity Effects
- +10 bonus to Thievery check for escaping
- No penalties from webs, slime, Tentacles, or any other magic or mundane substance that would hamper movement.
- Can move normally through water
- Can move normally through environmental effects, like Heightened Gravity
- Automatically passes Thievery checks for escaping, cannot be Grabbed, and immunity to Paralyze