Difference between revisions of "Paralysis"

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|level2=Size 0 and below (most humanoids)
 
|level2=Size 0 and below (most humanoids)
 
|level3=Size 3 and below (…and the horse they rode in on)
 
|level3=Size 3 and below (…and the horse they rode in on)
|level4=Size 6 and below (how you stop an elephant from charging)
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|level4=Size 6 and below (how you keep an elephant from charging)
 
|level5=Any size creature (Stop-zilla)
 
|level5=Any size creature (Stop-zilla)
 
}}
 
}}

Revision as of 22:14, 10 January 2017

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 compulsory essence
This is a electricity spell
Rarity 2
AP 4
Target Creature
Distance Near
Lasts Two rounds per rank
SaveMind Control

The mage shuts down the nervous system of his or her target, rendering them completely immobile. Only creatures with discernible nervous systems can be affected by this spell (see Nature). Paralyzed spellcasters or creatures with Special Powers can only use them if they require no motion. Paralyzed creatures simply stop dead in their tracks. They don't fall to the ground (unless of course, they had wings and were flying). The size of the targeted creature depends on the Intensity.

Intensity Effects

  1. Size −2 and below (an alternative to timeout for your kid)
  2. Size 0 and below (most humanoids)
  3. Size 3 and below (…and the horse they rode in on)
  4. Size 6 and below (how you keep an elephant from charging)
  5. Any size creature (Stop-zilla)