Difference between revisions of "Float"

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m (+essence)
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|ability=[[Muscle|MUS]]
 
|ability=[[Muscle|MUS]]
 
|save=[[Resilience]]
 
|save=[[Resilience]]
|description=The mage makes one creature or object exceptionally buoyant. If already in a body of water, the target rises at a steady pace to the surface, finding it hard to return to the depths.  Each round the spell is in effect, a [[Swim]] check must be made to dive under the surface/continue swimming.  The target, however fast it rises, is not subject to problems arising from changing water pressure (including exploding lungs and eardrums).  The target rises a number of feet each round dependent on Intensity.
+
|description=The mage makes one creature or object exceptionally buoyant. If already in a body of water, the target rises at a steady pace to the surface, finding it hard to return to the depths.  Each round the spell is in effect, a [[Might]] check must be made to dive under the surface/continue swimming.  The target, however fast it rises, is not subject to problems arising from changing water pressure (including exploding lungs and eardrums).  The target rises a number of feet each round dependent on Intensity.
 
|level1=5 feet per round.  (Casual speed.)
 
|level1=5 feet per round.  (Casual speed.)
 
|level2=10 feet per round.  (Not-so-casual speed.)
 
|level2=10 feet per round.  (Not-so-casual speed.)

Latest revision as of 22:55, 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 mutative essence
This is a water spell
Rarity 1
AP 4
Target Creature/Object
Distance Far
Lasts One minute per school rank
SaveResilience

The mage makes one creature or object exceptionally buoyant. If already in a body of water, the target rises at a steady pace to the surface, finding it hard to return to the depths. Each round the spell is in effect, a Might check must be made to dive under the surface/continue swimming. The target, however fast it rises, is not subject to problems arising from changing water pressure (including exploding lungs and eardrums). The target rises a number of feet each round dependent on Intensity.

Intensity Effects

  1. 5 feet per round. (Casual speed.)
  2. 10 feet per round. (Not-so-casual speed.)
  3. 20 feet per round. (Hasty speed.)
  4. 40 feet per round. (Ramming speed.)
  5. 80 feet per round. (It's a rocketship!)