Difference between revisions of "Immolate"
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+ | {{sexy}} | ||
{{spell | {{spell | ||
|school=fire | |school=fire | ||
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|ability=[[Presence|PRS]] | |ability=[[Presence|PRS]] | ||
|save= [[Spell Guard]] | |save= [[Spell Guard]] | ||
− | |description=The mage calls upon the spirit of fire to set him or herself aflame. When the spell is cast, the mage makes a single Spell Damage roll. For the duration of the spell, any opponent who makes a successful melee attack must make a Spell Guard Roll against the initial Spell Damage. The fire will ignite anything flammable within touch. Anything the mage holds will be aflame but suffer no ill effects. He or she can dismiss or summon the fire at will for the duration of the spell. While wreathed in flame, the mage is immune to natural and magical fire damage, however magical cold attacks deal double damage. Damage dealt by this field is dependent on the Intensity. | + | |description=The mage calls upon the spirit of fire to set him or herself aflame. When the spell is cast, the mage makes a single [[Spell Damage]] roll. For the duration of the spell, any opponent who makes a successful melee attack must make a Spell Guard Roll against the initial Spell Damage. The fire will ignite anything flammable within touch. Anything the mage holds will be aflame but suffer no ill effects. He or she can dismiss or summon the fire at will for the duration of the spell. While wreathed in flame, the mage is immune to natural and magical fire damage, however magical cold attacks deal double damage. Damage dealt by this field is dependent on the Intensity. |
|level1=+2 Spell Damage (Fire) | |level1=+2 Spell Damage (Fire) | ||
|level2=+4 Spell Damage (Fire) | |level2=+4 Spell Damage (Fire) |
Revision as of 22:05, 12 June 2011
This rule is pretty sexy and doesn't need any attention. Consider it good to go. |
Rarity | 2 |
---|---|
AP | 4 |
Target | Self |
Distance | N/A |
Lasts | Two rounds per school rank |
Save | Spell Guard |
The mage calls upon the spirit of fire to set him or herself aflame. When the spell is cast, the mage makes a single Spell Damage roll. For the duration of the spell, any opponent who makes a successful melee attack must make a Spell Guard Roll against the initial Spell Damage. The fire will ignite anything flammable within touch. Anything the mage holds will be aflame but suffer no ill effects. He or she can dismiss or summon the fire at will for the duration of the spell. While wreathed in flame, the mage is immune to natural and magical fire damage, however magical cold attacks deal double damage. Damage dealt by this field is dependent on the Intensity.
Intensity Effects
- +2 Spell Damage (Fire)
- +4 Spell Damage (Fire)
- +6 Spell Damage (Fire)
- +8 Spell Damage (Fire)
- +10 Spell Damage (Fire)