Difference between revisions of "Fluid Body"

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m (+essence)
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|school2=slime
 
|school2=slime
 
|school3=water
 
|school3=water
 +
|school4=dark
 
|xp=2
 
|xp=2
 
|distance=Self
 
|distance=Self
 
|target=Self
 
|target=Self
 
|time=2 rounds per spell rank
 
|time=2 rounds per spell rank
|description=The mage's body and equipment turn into a fluid state.  While in this state, the mage can pass through tiny holes and crevices, squeeze through tight iron bars, and flow through plumbing.  The mage cannot fit inside of enclosed objects that are smaller than his or her total volume.  (For instance, a mage cannot fit him or herself entirely into a teapot, even though he or she could squeeze through the spout.  While the mage's entire body is fluid, normal attack damage is useless; only spells can deal damage to the mage while in this form (''you'' see if a sword does anything to a puddle or a fog), and the mage cannot be [[Grab|Grabbed]] or [[Entanglement|Entangled]].  While flowing around as a fluid, the mage is immune to magic damage of the same element, but the opposide element deals double damage. Air is opposed by Earth. Slime is opposed by Metal. Water is opposed by Electricity. The mage's speed is dependent on Intensity.
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|description=The mage's body and equipment turn into a fluid state.  While in this state, the mage can pass through tiny holes and crevices, squeeze through tight iron bars, and flow through plumbing.  The mage cannot fit inside of enclosed objects that are smaller than his or her total volume.  (For instance, a mage cannot fit him or herself entirely into a teapot, even though he or she could squeeze through the spout.  While the mage's entire body is fluid, normal attack damage is useless; only spells can deal damage to the mage while in this form (''you'' see if a sword does anything to a puddle or a fog), and the mage cannot be [[Grab|Grabbed]] or [[Entanglement|Entangled]].  While flowing around as a fluid, the mage is immune to magic damage of the same element, but the opposite element deals [[Tainted Damage]]. Air is opposed by Earth. Slime is opposed by Metal. Water is opposed by Electricity. Dark is opposed by Light. The mage's speed is dependent on Intensity.
  
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. To air mages, this spell is known as {{spell badge|air|inline=1|size=16}} ''Mister Mist'', and they turn into a rolling fog. Slime mages call this spell {{spell badge|slime|inline=1|size=16}} ''Ectoplasmic Form'', which makes them a stream of psychic goo. Water mages call it {{spell badge|water|inline=1|size=16}} ''Body of Water'', and turns them into a puddle of clear water.
+
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. To air mages, this spell is known as {{spell badge|air|inline=1|size=16}} ''Mister Mist'', and they turn into a rolling fog. Slime mages call this spell {{spell badge|slime|inline=1|size=16}} ''Ectoplasmic Form'', which makes them a stream of psychic goo. Water mages call it {{spell badge|water|inline=1|size=16}} ''Body of Water'', and turns them into a puddle of clear water. To dark mages, it's {{spell badge|dark|inline=1|size=16}} ''Shadow Man'', and they assume the form of a creeping shadow.  
  
 
|level1=1 foot per Action Point
 
|level1=1 foot per Action Point

Revision as of 13:01, 10 July 2013

PinUp.svg This rule is pretty sexy and doesn't need any attention. Consider it good to go.
This spell has a mutative essence
This is a air spell
This is a slime spell
This is a water spell
This is a dark spell
Rarity 2
AP 4
Target Self
Distance Self
Lasts 2 rounds per spell rank

The mage's body and equipment turn into a fluid state. While in this state, the mage can pass through tiny holes and crevices, squeeze through tight iron bars, and flow through plumbing. The mage cannot fit inside of enclosed objects that are smaller than his or her total volume. (For instance, a mage cannot fit him or herself entirely into a teapot, even though he or she could squeeze through the spout. While the mage's entire body is fluid, normal attack damage is useless; only spells can deal damage to the mage while in this form (you see if a sword does anything to a puddle or a fog), and the mage cannot be Grabbed or Entangled. While flowing around as a fluid, the mage is immune to magic damage of the same element, but the opposite element deals Tainted Damage. Air is opposed by Earth. Slime is opposed by Metal. Water is opposed by Electricity. Dark is opposed by Light. The mage's speed is dependent on Intensity.

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. To air mages, this spell is known as This is a air spell Mister Mist, and they turn into a rolling fog. Slime mages call this spell This is a slime spell Ectoplasmic Form, which makes them a stream of psychic goo. Water mages call it This is a water spell Body of Water, and turns them into a puddle of clear water. To dark mages, it's This is a dark spell Shadow Man, and they assume the form of a creeping shadow.

Intensity Effects

  1. 1 foot per Action Point
  2. 2 feet per Action Point
  3. Normal speed
  4. Double normal speed
  5. Triple normal speed