Difference between revisions of "Heighten/Lessen Gravity"

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{{deprecated}}
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{{spell
 
{{spell
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|school=manipulation
 
|xp=2
 
|xp=2
 
|distance=Far
 
|distance=Far
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|time=One round per school rank
 
|time=One round per school rank
 
|ability=[[Presence|PRS]]
 
|ability=[[Presence|PRS]]
|save=[[Muscle|MUS]]+[[Hold]]
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|save=[[Muscle|MUS]]+[[Lift]]
 
|description=The mage calls on the cosmic powers of the universe and alters the pull of gravity in a given area.  The difference in change and the area covered is dependent on the spell level.  An area’s gravity can be both Heightened or Lessened and Inverted.  Creatures who fly with the use of wings in an area affected by a heightened area of Level Two or higher must make a Muscle check against the spell roll or fall.
 
|description=The mage calls on the cosmic powers of the universe and alters the pull of gravity in a given area.  The difference in change and the area covered is dependent on the spell level.  An area’s gravity can be both Heightened or Lessened and Inverted.  Creatures who fly with the use of wings in an area affected by a heightened area of Level Two or higher must make a Muscle check against the spell roll or fall.
 
|level1=In an 20 cubic feet area (20x20x20), if heightened, everyone takes -10 to all physical attacks and skills, as well as a -10 to spellcasting.  If lessened, targets receive a +10 to gymnastics and athletics dealing with jumping.
 
|level1=In an 20 cubic feet area (20x20x20), if heightened, everyone takes -10 to all physical attacks and skills, as well as a -10 to spellcasting.  If lessened, targets receive a +10 to gymnastics and athletics dealing with jumping.
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|level5=In a 60 cubic feet area (60x60x60), if heightened, targets must make a Muscle check of 100 to move, and also take Level Four’s penalties.  Falling damage is doubled.  If lessened, targets take no falling damage, and automatically pass checks for gymnastics and athletics dealing with jumping.
 
|level5=In a 60 cubic feet area (60x60x60), if heightened, targets must make a Muscle check of 100 to move, and also take Level Four’s penalties.  Falling damage is doubled.  If lessened, targets take no falling damage, and automatically pass checks for gymnastics and athletics dealing with jumping.
 
}}
 
}}
[[Category:Spells]]
 
[[Category:Manipulation Spells]]
 

Latest revision as of 00:20, 28 February 2011

Gallows.svg
This spell has a unknown essence
This is a manipulation spell
Rarity 2
AP 4
Target Area
Distance Far
Lasts One round per school rank
SaveMUS+Lift

The mage calls on the cosmic powers of the universe and alters the pull of gravity in a given area. The difference in change and the area covered is dependent on the spell level. An area’s gravity can be both Heightened or Lessened and Inverted. Creatures who fly with the use of wings in an area affected by a heightened area of Level Two or higher must make a Muscle check against the spell roll or fall.

Intensity Effects

  1. In an 20 cubic feet area (20x20x20), if heightened, everyone takes -10 to all physical attacks and skills, as well as a -10 to spellcasting. If lessened, targets receive a +10 to gymnastics and athletics dealing with jumping.
  2. In a 30 cubic feet area (30x30x30), if heightened, everyone takes a -15 to all physical attacks, skills, or spellcasting. Falling damage is 125%. If lessened, targets receive a +15 to gymnastics and athletics dealing with jumping. Falling damage in this area is reduced to 75%.
  3. In a 40 cubic feet area (40x40x40), if heightened, everyone takes a -20 to all physical attacks, skills, or spellcasting. Falling damage is 150%. If lessened, targets receive a +20 to gymnastics and athletics dealing with jumping. Falling damage is halfed.
  4. In a 50 cubic feet area (50x50x50), if heightened, everyone takes a -25 to all physical attacks, skills, or spellcasting. Falling damage is 175%. If lessened, targets receive a +25 to gymnastics and athletics dealing with jumping. Falling damage is reduced to 25%
  5. In a 60 cubic feet area (60x60x60), if heightened, targets must make a Muscle check of 100 to move, and also take Level Four’s penalties. Falling damage is doubled. If lessened, targets take no falling damage, and automatically pass checks for gymnastics and athletics dealing with jumping.