Difference between revisions of "Asphyxiate"
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Revision as of 18:00, 24 February 2019
This rule is pretty sexy and doesn't need any attention. Consider it good to go. |
Rarity | 3 |
---|---|
AP | 4 |
Target | Creature |
Distance | Near |
Lasts | Intensity-dependent |
Save | Resilience |
The mage uses his knowledge of the elements at his disposal to deprive a creature of the oxygen it breathes. An air mage pulls the air out of the target's lungs. A slime mage encourages a mass of mucus to clog the target's nose and mouth. A water mage condenses water in their target's lungs.
This effects of this spell are exactly as the suffocating condition listed in the Life and Death chapter, except targets cannot hold their breath. If the target fails its save, it will asphyxiate for a number of rounds depending on the Intensity. For one round per level of Intensity, the target must succeed at a Vitality check of DL 15 as detailed in Life and Death. If the save fails, the character moves one step down the Knockout Track. If the save is critically failed, the character moves two steps down the Knockout Track. The target passes out at step 5 as usual, and if the spell continues for another round, the character dies. Note that the mage can willingly dismiss the spell when a target passes out to prevent its death and keep it unconscious. This spell is especially dangerous if the target is already suffering Knockout effects.
A mage can cast this spell using any of the listed elements, but must buy Elemental Skill ranks in each. Every elemental school has a nickname for this spell.
Suffocate | Smother | Drown |
Intensity Effects
- One round of suffocation.
- Two rounds
- Three rounds
- Four rounds
- Five rounds