Difference between revisions of "Control Current"

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(New page: {{spell |xp= 1 |distance=Near |target=Object (electricity) |time=Two rounds per school rank |ability=INS |save= END+Vitality |description=The mage calls upon...)
 
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{{overhaul}}
 
{{spell
 
{{spell
|xp= 1  
+
|essence=dynamic
 +
|school=electricity
 +
|xp=1
 
|distance=Near
 
|distance=Near
 
|target=Object (electricity)
 
|target=Object (electricity)
 
|time=Two rounds per school rank
 
|time=Two rounds per school rank
 
|ability=[[Insight|INS]]
 
|ability=[[Insight|INS]]
|save= [[Endurance|END]]+[[Vitality]]
+
|save= [[Guard]]
|description=The mage calls upon the spirit of lightning to guide a live electrical current.  A current can be rerouted to the ground or to a conductive object (like a person wearing a suit of armor).  The mage chooses the source of the electrical current, and then wills it to be redirected to a target.  The mage can also use this spell to cause a magical break in an electrical circuit.  The kind of power that can be redirected is dependent on the spell level.
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|description=The mage calls upon the spirit of lightning to guide a live electrical current.  A current can be rerouted to the ground or to a conductive object (like a person wearing a suit of armor).  The mage chooses the source of the electrical current, and then wills it to be redirected to a target.  The mage can also use this spell to cause a magical break in an electrical circuit.  The kind of power that can be redirected is dependent on the Intensity.
 
|level1=A simple source of power, like a doorknob with static electrical build-up, or a small battery.  Targets will take no damage (Great for practical jokes).
 
|level1=A simple source of power, like a doorknob with static electrical build-up, or a small battery.  Targets will take no damage (Great for practical jokes).
 
|level2=Simple power like what could be found in a large battery or small voltage device. (+5 to Spell Attack)
 
|level2=Simple power like what could be found in a large battery or small voltage device. (+5 to Spell Attack)
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|level5=The mage can choose where a bolt of lightning strikes.  There must be an active storm in the sky for this to work.  Living targets must make an Endurance + Vitality save or take damage (+30 to spell attack).
 
|level5=The mage can choose where a bolt of lightning strikes.  There must be an active storm in the sky for this to work.  Living targets must make an Endurance + Vitality save or take damage (+30 to spell attack).
 
}}
 
}}
[[Category:Spells]]
 
[[Category:Electricity Spells]]
 

Latest revision as of 22:30, 2 April 2015

Police brutality.svg 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!
This spell has a dynamic essence
This is a electricity spell
Rarity 1
AP 4
Target Object (electricity)
Distance Near
Lasts Two rounds per school rank
SaveGuard

The mage calls upon the spirit of lightning to guide a live electrical current. A current can be rerouted to the ground or to a conductive object (like a person wearing a suit of armor). The mage chooses the source of the electrical current, and then wills it to be redirected to a target. The mage can also use this spell to cause a magical break in an electrical circuit. The kind of power that can be redirected is dependent on the Intensity.

Intensity Effects

  1. A simple source of power, like a doorknob with static electrical build-up, or a small battery. Targets will take no damage (Great for practical jokes).
  2. Simple power like what could be found in a large battery or small voltage device. (+5 to Spell Attack)
  3. Average power, such as what might be found in household wiring. (+10 to Spell Attack)
  4. Industrial cabling, containing voltage that could possibly kill a human. Living targets must make an Endurance + Vitality save or take damage (+20 to Spell Attack).
  5. The mage can choose where a bolt of lightning strikes. There must be an active storm in the sky for this to work. Living targets must make an Endurance + Vitality save or take damage (+30 to spell attack).