Difference between revisions of "Float"
From NsdWiki
m (overhaul) |
m (spell level→intensity) |
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|ability=[[Muscle|MUS]] | |ability=[[Muscle|MUS]] | ||
|save=[[Resilience]] | |save=[[Resilience]] | ||
− | |description=The mage makes one creature or object exceptionally buoyant. If already in a body of water, the target rises at a steady pace to the surface, finding it hard to return to the depths. Each round the spell is in effect, a [[Swim]] check must be made to dive under the surface/continue swimming. The target, however fast it rises, is not subject to problems arising from changing water pressure (including exploding lungs and eardrums). The target rises a number of feet each round dependent on | + | |description=The mage makes one creature or object exceptionally buoyant. If already in a body of water, the target rises at a steady pace to the surface, finding it hard to return to the depths. Each round the spell is in effect, a [[Swim]] check must be made to dive under the surface/continue swimming. The target, however fast it rises, is not subject to problems arising from changing water pressure (including exploding lungs and eardrums). The target rises a number of feet each round dependent on Intensity. |
|level1=5 feet per round. (Casual speed.) | |level1=5 feet per round. (Casual speed.) | ||
|level2=10 feet per round. (Not-so-casual speed.) | |level2=10 feet per round. (Not-so-casual speed.) |
Revision as of 16:44, 15 June 2011
This rule just plain sucks. It needs a complete overhaul in order to be useful. We don't want to deprecate it, so get cracking on a revision, slacker! |
Rarity | 1 |
---|---|
AP | 4 |
Target | Creature/Object |
Distance | Far |
Lasts | One minute per school rank |
Save | Resilience |
The mage makes one creature or object exceptionally buoyant. If already in a body of water, the target rises at a steady pace to the surface, finding it hard to return to the depths. Each round the spell is in effect, a Swim check must be made to dive under the surface/continue swimming. The target, however fast it rises, is not subject to problems arising from changing water pressure (including exploding lungs and eardrums). The target rises a number of feet each round dependent on Intensity.
Intensity Effects
- 5 feet per round. (Casual speed.)
- 10 feet per round. (Not-so-casual speed.)
- 20 feet per round. (Hasty speed.)
- 40 feet per round. (Ramming speed.)
- 80 feet per round. (It's a rocketship!)