Difference between revisions of "Asphyxiate"
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Revision as of 17:37, 19 March 2013
This rule is pretty sexy and doesn't need any attention. Consider it good to go. |
Rarity | 3 |
---|---|
AP | 4 |
Target | Creature |
Distance | Near |
Lasts | Intensity-dependent |
Save | Vitality |
The mage uses his knowledge of the elements at his disposal to deprive a creature of the oxygen it breathes. This effects of this spell are exactly as the suffocating condition listed in the Life and Death chapter, except targets cannot hold their breath. The target will be asphyxiating for a number of rounds depending on the Intensity. Each round, the target must succeed at a Vitality check against the mage's initial Casting Roll. If the save fails, the character moves one step down the Knockout Track. If the save is critically failed, the character moves two steps down the Knockout Track. The target passes out at step 5 as usual, but if the spell continues for another round, the character dies. Note that the mage can willingly dismiss the spell when a target passes out to prevent its death and keep it unconscious. This spell is especially dangerous if the target is already suffering Knockout effects.
When learning this spell, the mage must choose the specific element that is used when cast. A mage can learn this spell in different elemental schools, but must buy Spell skill ranks in each. To air mages, this spell is known as Suffocate, and pulls the air out of the target's lungs. Slime mages call this spell Smother, and produce a mass of ooze that covers the target's nose and mouth. Water mages call it Drown, and put water in their target's lungs.
Intensity Effects
- One round of suffocation.
- Two rounds
- Three rounds
- Four rounds
- Five rounds