Difference between revisions of "Health Drain"

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(Dynamic to Stygian)
 
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{{overhaul}}
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{{test}}
{{wishlist}}
 
 
{{spell
 
{{spell
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|essence=stygian
 
|school=dark
 
|school=dark
 
|xp=4
 
|xp=4
|target=self
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|target=Creature
|distance=self
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|distance=Contact
|time=2 rounds per school rank
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|save=[[Mettle]]
|ability=[[Cunning|CUN]]
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|description=The mage conjures a vile conduit between himself and another being. Through it, he saps the very life force from the creature and invigorates himself with it. Health can only be drained by touch, so the mage must make a hand-to-hand Attack Roll. If the target fails its [[Dodge]] Roll, the mage makes his [[Casting Roll]], and the target makes its Mettle save. For every point of success over the target's save, the mage receives one health point and the target loses one health point. If the amount exceeds the creature's current HP total, the creature dies — writhing in agony. The mage cannot bolster his HP beyond his normal maximum.  
|save=[[Resilience]]
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|level1=+1 Spell Harm
|description=The Dark Mage connects a magical one-way conduit between himself and a number of other beings. The conduit allows lost Health Points to flow from the taps into the life force of other beings and sucks their health from them. For every point of success over the targets' saves, the Dark Mage receives one health point and the target(s) lose one health point. The number of targets is determined by the Intensity.
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|level2=+2 Spell Harm
|level1=One being
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|level3=+3 Spell Harm
|level2=Two beings
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|level4=+4 Spell Harm
|level3=Three beings
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|level5=+5 Spell Harm
|level4=Four beings
 
|level5=Five beings
 
 
}}
 
}}

Latest revision as of 18:15, 24 February 2019

Crashtestdummy.svg This rule simply needs to be tested. It may be almost perfect, or it may need a bit of work. We think it's pretty good, but it hasn't been really tested. Leave any feedback on the Talk page, please!
This spell has a stygian essence
This is a dark spell
Rarity 4
AP 4
Target Creature
Distance Contact
Lasts N/A
SaveMettle

The mage conjures a vile conduit between himself and another being. Through it, he saps the very life force from the creature and invigorates himself with it. Health can only be drained by touch, so the mage must make a hand-to-hand Attack Roll. If the target fails its Dodge Roll, the mage makes his Casting Roll, and the target makes its Mettle save. For every point of success over the target's save, the mage receives one health point and the target loses one health point. If the amount exceeds the creature's current HP total, the creature dies — writhing in agony. The mage cannot bolster his HP beyond his normal maximum.

Intensity Effects

  1. +1 Spell Harm
  2. +2 Spell Harm
  3. +3 Spell Harm
  4. +4 Spell Harm
  5. +5 Spell Harm