Difference between revisions of "Elemental Field"
m (conjuring→dynamic) |
(relocate intensity) |
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|school4=slime | |school4=slime | ||
|school5=water | |school5=water | ||
+ | |school6=ruin | ||
+ | |school7=light | ||
+ | |school8=dark | ||
|xp=1 | |xp=1 | ||
|target=Area | |target=Area | ||
Line 12: | Line 15: | ||
|time=2 rounds per spell rank | |time=2 rounds per spell rank | ||
|save=[[Guard Roll]] | |save=[[Guard Roll]] | ||
− | |description=The mage conjures a field of tangible elemental energy to hedge out the tricks of others. The wall can be dismissed at will, and when the spell expires, the wall dematerializes in a way that is characteristic of the element (fire dissipates in a puff of smoke, wind vanishes with a whoosh, etc.). The wall itself is 20 feet high, 40 feet wide, and can be made into any shape the mage wishes, but the wall is immobile. The mage makes a single [[Casting Roll]] (including the bonus listed below) when the spell is cast and anyone attempting to walk through the field for the duration of the spell must make a [[Guard Roll]] against this number (since they're choosing to walk through the wall, no Attack or Dodge is necessary). The mage doesn't need to put himself inside of the wall; | + | |description=The mage conjures a field of tangible elemental energy to hedge out the tricks of others. The wall can be dismissed at will, and when the spell expires, the wall dematerializes in a way that is characteristic of the element (fire dissipates in a puff of smoke, wind vanishes with a whoosh, etc.). The wall itself is 20 feet high, 40 feet wide, and can be made into any shape the mage wishes, but the wall is immobile. The mage makes a single [[Casting Roll]] (including the bonus listed below) when the spell is cast and anyone attempting to walk through the field for the duration of the spell must make a [[Guard Roll]] against this number (since they're choosing to walk through the wall, no Attack or Dodge is necessary). This spell delivers ''burning'' damage. The mage doesn't need to put himself inside of the wall; he might want to protect something valuable he can't reach. |
− | + | 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. | |
+ | <table> | ||
+ | <tr> | ||
+ | <th>{{spell badge|fire|inline=1|size=16}}</th> | ||
+ | <td>Firewall</td> | ||
+ | <th>{{spell badge|air|inline=1|size=16}}</th> | ||
+ | <td>Wind Wall</td> | ||
+ | <th>{{spell badge|slime|inline=1|size=16}}</th> | ||
+ | <td>Corrosive Cage</td> | ||
+ | </tr> | ||
+ | <tr> | ||
+ | <th>{{spell badge|electricity|inline=1|size=16}}</th> | ||
+ | <td>Electric Fence</td> | ||
+ | <th>{{spell badge|water|inline=1|size=16}}</th> | ||
+ | <td>Wall of Water</td> | ||
+ | <th>{{spell badge|ruin|inline=1|size=16}}</th> | ||
+ | <td>Wilting Wall</td> | ||
+ | </tr> | ||
+ | <tr> | ||
+ | <th>{{spell badge|light|inline=1|size=16}}</th> | ||
+ | <td>Corona</td> | ||
+ | <th>{{spell badge|dark|inline=1|size=16}}</th> | ||
+ | <td>Darkroom</td> | ||
+ | <th></th> | ||
+ | <td></td> | ||
+ | </tr> | ||
+ | </table> | ||
+ | |intensity=The bonus this spell grants to the Spell Harm in the Casting Roll depends on the Intensity. | ||
|level1=+4 Spell Harm | |level1=+4 Spell Harm | ||
|level2=+8 Spell Harm | |level2=+8 Spell Harm |
Latest revision as of 20:22, 3 April 2022
This rule is pretty sexy and doesn't need any attention. Consider it good to go. |
Rarity | 1 |
---|---|
AP | 4 |
Target | Area |
Distance | Near |
Lasts | 2 rounds per spell rank |
Save | Guard Roll |
The mage conjures a field of tangible elemental energy to hedge out the tricks of others. The wall can be dismissed at will, and when the spell expires, the wall dematerializes in a way that is characteristic of the element (fire dissipates in a puff of smoke, wind vanishes with a whoosh, etc.). The wall itself is 20 feet high, 40 feet wide, and can be made into any shape the mage wishes, but the wall is immobile. The mage makes a single Casting Roll (including the bonus listed below) when the spell is cast and anyone attempting to walk through the field for the duration of the spell must make a Guard Roll against this number (since they're choosing to walk through the wall, no Attack or Dodge is necessary). This spell delivers burning damage. The mage doesn't need to put himself inside of the wall; he might want to protect something valuable he can't reach.
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.
Firewall | Wind Wall | Corrosive Cage | |||
Electric Fence | Wall of Water | Wilting Wall | |||
Corona | Darkroom |
Intensity Effects
The bonus this spell grants to the Spell Harm in the Casting Roll depends on the Intensity.
- +4 Spell Harm
- +8 Spell Harm
- +12 Spell Harm
- +16 Spell Harm
- +20 Spell Harm