Difference between revisions of "Full Metal Jacket"
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m (+cat) |
m (+essence) |
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+ | {{overhaul}} | ||
{{spell | {{spell | ||
+ | |essence=mutative | ||
|school=metal | |school=metal | ||
|xp=3 | |xp=3 | ||
+ | |distance=Self | ||
|target=Self | |target=Self | ||
− | |time=One minute per spell | + | |time=One minute per spell rank |
|ability=[[Agility|AGI]] to fire quills | |ability=[[Agility|AGI]] to fire quills | ||
|save=[[Spell Defense]] | |save=[[Spell Defense]] | ||
Line 13: | Line 16: | ||
|level5=+5 armor and H2H damage, 25 spray damage | |level5=+5 armor and H2H damage, 25 spray damage | ||
}} | }} | ||
− |
Latest revision as of 22:11, 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 | Self |
Distance | Self |
Lasts | One minute per spell rank |
Save | Spell Defense |
The metal mage summons a coat of metal quills which covers his/her entire body, providing armor and a prickly deterrent to grapplers. At any time during the spell's duration, the mage may choose to fire the quills, spraying them in a circle and affecting any creatures within a ten foot radius. Those creatures must succeed at a spell defense roll opposed by the mage's magic attack or take the damage listed below. After the quills are fired, the armor bonus is lost. While the metal jacket is in effect, hand to hand combat damage increases by the listed amount (in lethal damage). The mage's weight doubles while the spell is in effect.
Intensity Effects
- +1 armor and H2H damage, 5 spray damage
- +2 armor and H2H damage, 10 spray damage
- +3 armor and H2H damage, 15 spray damage
- +4 armor and H2H damage, 20 spray damage
- +5 armor and H2H damage, 25 spray damage