Difference between revisions of "Footgear"
m (Lift → Might) |
(relocate intensity) |
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|school3=ice | |school3=ice | ||
|school4=water | |school4=water | ||
− | |xp= | + | |xp=2 |
|distance=Contact | |distance=Contact | ||
|target=Creatures | |target=Creatures | ||
− | |time= | + | |time=1 hour per rank |
|description=The mage can supercharge a creature's feet, allowing them to traverse impossible substances. Regardless of which material the spell allows the creature to traverse, the creature leaves no tracks and cannot be tracked in its intended direction by scent. Any movement penalties due to terrain are ignored. The exact material depends on the element in question. In the air school, the creature can walk across thin air as if climbing an invisible staircase or crossing an invisible bridge. In the earth school, the creature can traverse sand, mud, gravel, and the like as if it were on a well-paved road. In the ice school, the creature can walk atop snow, slush, and ice with perfect traction. In the water school, the creature can move without issue across lakes, rivers, and ocean waves, unable to fall in. | |description=The mage can supercharge a creature's feet, allowing them to traverse impossible substances. Regardless of which material the spell allows the creature to traverse, the creature leaves no tracks and cannot be tracked in its intended direction by scent. Any movement penalties due to terrain are ignored. The exact material depends on the element in question. In the air school, the creature can walk across thin air as if climbing an invisible staircase or crossing an invisible bridge. In the earth school, the creature can traverse sand, mud, gravel, and the like as if it were on a well-paved road. In the ice school, the creature can walk atop snow, slush, and ice with perfect traction. In the water school, the creature can move without issue across lakes, rivers, and ocean waves, unable to fall in. | ||
− | + | A mage can cast this spell using any of the listed elements, but must buy [[magic element]] ranks in each. Every elemental school has a nickname for this spell. | |
+ | <table> | ||
+ | <tr> | ||
+ | <th>{{spell badge|ice|inline=1|size=16}}</th> | ||
+ | <td>Snow Shoes</td> | ||
+ | <th>{{spell badge|earth|inline=1|size=16}}</th> | ||
+ | <td>Cleats</td> | ||
+ | <th>{{spell badge|air|inline=1|size=16}}</th> | ||
+ | <td>Cloud Step</td> | ||
+ | </tr> | ||
+ | <tr> | ||
+ | <th>{{spell badge|water|inline=1|size=16}}</th> | ||
+ | <td>Water Skis</td> | ||
+ | <th></th> | ||
+ | <td></td> | ||
+ | <th></th> | ||
+ | <td></td> | ||
+ | </tr> | ||
+ | </table> | ||
+ | |intensity=The number of creatures affected by this spell depends on the Intensity. | ||
|level1=One creature | |level1=One creature | ||
|level2=Two creatures | |level2=Two creatures |
Latest revision as of 20:41, 3 April 2022
This rule is pretty sexy and doesn't need any attention. Consider it good to go. |
Rarity | 2 |
---|---|
AP | 4 |
Target | Creatures |
Distance | Contact |
Lasts | 1 hour per rank |
The mage can supercharge a creature's feet, allowing them to traverse impossible substances. Regardless of which material the spell allows the creature to traverse, the creature leaves no tracks and cannot be tracked in its intended direction by scent. Any movement penalties due to terrain are ignored. The exact material depends on the element in question. In the air school, the creature can walk across thin air as if climbing an invisible staircase or crossing an invisible bridge. In the earth school, the creature can traverse sand, mud, gravel, and the like as if it were on a well-paved road. In the ice school, the creature can walk atop snow, slush, and ice with perfect traction. In the water school, the creature can move without issue across lakes, rivers, and ocean waves, unable to fall in.
A mage can cast this spell using any of the listed elements, but must buy magic element ranks in each. Every elemental school has a nickname for this spell.
Snow Shoes | Cleats | Cloud Step | |||
Water Skis |
Intensity Effects
The number of creatures affected by this spell depends on the Intensity.
- One creature
- Two creatures
- Three creatures
- Four creatures
- Five creatures (You can cross the river with all your stuff, your fiancée, her Shetland pony, and all her designer luggage! Might check not included.)