Difference between revisions of "Control Current"
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{{spell | {{spell | ||
|school=electricity | |school=electricity |
Revision as of 21:31, 14 July 2011
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 | Object (electricity) |
Distance | Near |
Lasts | Two rounds per school rank |
Save | Vitality |
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
- 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).
- Simple power like what could be found in a large battery or small voltage device. (+5 to Spell Attack)
- Average power, such as what might be found in household wiring. (+10 to Spell Attack)
- 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).
- 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).