Difference between revisions of "Lock"

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{{sexy}}
 
{{spell
 
{{spell
|school=portation
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|essence=mutative
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|school=electricity
 
|school2=metal
 
|school2=metal
|school3=manipulation
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|xp=2
|xp=1
 
 
|distance=Near
 
|distance=Near
|target=Entrance
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|target=Object
|time=2 rounds per school rank
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|time=2 rounds per rank
|ability=[[Muscle|MUS]]
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|description=Keep your enemies at bay or open the door from your easy chair.  The mage uses the flows of magnetism to shut and seal or unlock and open any lock, latch, or entranceway. Doors and windows aren't the only things that can be locked or unlocked — manacles, chests, a portcullis, gate, or drawbridge are also prime candidates for this spell.
|save=N/A
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|description=Keep your enemies at bay; shut the door from your easy chair; entertain your friends.  The mage uses the flows of magic to shut and seal or unlock and open any lock, latch, or entrance into a room or other area. Doors and windows aren't the only things that can be locked — manacles, chests, a portcullis, gate, or drawbridge are also prime candidates for this spell. If cast from the Metal school, the locking mechanism or doorway itself must be made of metal. If cast from the Portation school, the locking mechanism must be a room entrance (no chests or manacles, etc.) The DL to [[Disable]] a magically-locked opening is the spell roll plus the listed bonus per level.
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As a defensive (locking) spell, each level of Intensity grants a bonus to the Casting Roll. The result of the roll determines the [[Machinery]] DL needed to bypass the lock. As an offensive (unlocking) spell, the spell must be cast at the same Intensity as the lock in place (non-magical locks count as Intensity 1) and instantly undoes it.
|level1=+2 to Disable DL. Can be used to automatically unlock non-magical locks, and magic locks of Level 1.
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|level2=+4 to Disable DL. Can be used to unlock magic locks of Level 2.
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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. If this spell is cast using the Metal element, the locking mechanism or entranceway must be metallic.
|level3=+6 to Disable DL. Can be used to unlock magic locks of Level 3.
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|level1=+2 to Machinery DL versus opening. Can be used to automatically unlock non-magical locks, and magic locks of Intensity 1.
|level4=+8 to Disable DL. Can be used to unlock magic locks of Level 4.
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|level2=+4 to DL. Can be used to unlock magic locks of Intensity 2.
|level5=+10 to Disable DL. Can be used to unlock magic locks of Level 5.
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|level3=+6 to DL. Can be used to unlock magic locks of Intensity 3.
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|level4=+8 to DL. Can be used to unlock magic locks of Intensity 4.
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|level5=+10 to DL. Can be used to unlock magic locks of Intensity 5.
 
}}
 
}}

Latest revision as of 00:20, 31 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 electricity spell
This is a metal spell
Rarity 2
AP 4
Target Object
Distance Near
Lasts 2 rounds per rank

Keep your enemies at bay or open the door from your easy chair. The mage uses the flows of magnetism to shut and seal or unlock and open any lock, latch, or entranceway. Doors and windows aren't the only things that can be locked or unlocked — manacles, chests, a portcullis, gate, or drawbridge are also prime candidates for this spell.

As a defensive (locking) spell, each level of Intensity grants a bonus to the Casting Roll. The result of the roll determines the Machinery DL needed to bypass the lock. As an offensive (unlocking) spell, the spell must be cast at the same Intensity as the lock in place (non-magical locks count as Intensity 1) and instantly undoes it.

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. If this spell is cast using the Metal element, the locking mechanism or entranceway must be metallic.

Intensity Effects

  1. +2 to Machinery DL versus opening. Can be used to automatically unlock non-magical locks, and magic locks of Intensity 1.
  2. +4 to DL. Can be used to unlock magic locks of Intensity 2.
  3. +6 to DL. Can be used to unlock magic locks of Intensity 3.
  4. +8 to DL. Can be used to unlock magic locks of Intensity 4.
  5. +10 to DL. Can be used to unlock magic locks of Intensity 5.