Difference between revisions of "Heat/Cool Water"
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{{spell | {{spell | ||
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|school=water | |school=water | ||
|distance=Far | |distance=Far |
Latest revision as of 17:15, 28 June 2013
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 | water |
Distance | Far |
Lasts | 1 round/school rank |
The mage heats or chills a body of water in order to cause or prevent Hurt. Through use of this spell, Hurt caused by Water Spells, Ice Spells, or Fire Spells within the spell's distance (centered on the mage) due to water temperature may be increased or decreased.
Intensity Effects
- Water begins to steam/chill. Perfect for tea. +1/-1 Hurt.
- Water begins to ice over/simmer. +3/-3 Hurt.
- Water turns to ice/becomes hot enough to cause bad burns. +5/-5 Hurt.
- Water boils or goes polar cold. Rubber melts, glass shatters, dissolvable materials dissipate. +7/-7 Hurt. Objects take damage as well.
- Water is dry frozen or starts to violently splash. +10/-10 Hurt.