Difference between revisions of "Paralysis"
From NsdWiki
m (element) |
m (+essence) |
||
Line 2: | Line 2: | ||
{{wishlist}} | {{wishlist}} | ||
{{spell | {{spell | ||
+ | |essence=warding | ||
|school=electricity | |school=electricity | ||
|xp=2 | |xp=2 |
Revision as of 22:22, 19 January 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! |
Me gusta. This rule should be included in the first release of the book. Let's make it happen. |
Rarity | 2 |
---|---|
AP | 4 |
Target | Creature |
Distance | Near |
Lasts | Two rounds per school rank |
Save | Mind Control |
Counter | Remove Paralysis |
This spell works exactly as Movement Ward, thus the mage can use his or her ranks in either the Ward or Status school. The mage shuts down the nervous system of his or her target, rendering them completely immobile. Depending on the Intensity, the target may be unable to speak, but always remains completely aware of its surroundings. Paralyzed spellcasters or creatures with Special Powers can only use them if they require no motion. At higher levels, these abilities cannot be used at all.
Intensity Effects
- Target is immobile, -2 to Hold/Grasp
- 25% chance of spell failure, -5 to Hold/Grasp
- 50% chance of spell failure, target cannot speak, -10 to Hold/Grasp
- 75% chance of spell failure, -15 to Hold/Grasp
- Spellcasting impossible, automatic failure of all Hold/Grasp rolls