Difference between revisions of "Asphyxiate"

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{{sexy}}
 
{{sexy}}
 
{{spell
 
{{spell
|essence=dynamic
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|essence=mutative
 
|school=water
 
|school=water
 
|school2=air
 
|school2=air
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|target=Creature
 
|target=Creature
 
|distance=Near
 
|distance=Near
|save=[[Vitality]]
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|save=[[Resilience]]
 
|time=Intensity-dependent
 
|time=Intensity-dependent
|description=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.
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|description=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 [[Book:Life and Death|Life and Death]] chapter, except targets cannot hold their breath. If the target fails its save, it will ''asphyxiate'' for a number of rounds depending on the Intensity. For one round per level of Intensity, the target must succeed at a Vitality check of DL 15 as detailed in Life and Death. 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, and 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 {{spell badge|air|inline=1|size=16}} ''Suffocate'', and pulls the air out of the target's lungs. Slime mages call this spell {{spell badge|slime|inline=1|size=16}} ''Smother'', and produce a mass of ooze that covers the target's nose and mouth. Water mages call it {{spell badge|water|inline=1|size=16}} ''Drown'', and put water in their target's lungs.
 
  
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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 {{spell badge|air|inline=1|size=16}} ''Suffocate'', and pulls the air out of the target's lungs. Slime mages call this spell {{spell badge|slime|inline=1|size=16}} ''Smother'', and encourages a mass of mucus to clog the target's nose and mouth. Water mages call it {{spell badge|water|inline=1|size=16}} ''Drown'', and condense water in their target's lungs.
 
|level1=One round of suffocation.
 
|level1=One round of suffocation.
 
|level2=Two rounds
 
|level2=Two rounds

Revision as of 23:57, 29 July 2013

PinUp.svg This rule is pretty sexy and doesn't need any attention. Consider it good to go.
This spell has a mutative essence
This is a water spell
This is a air spell
This is a slime spell
Rarity 3
AP 4
Target Creature
Distance Near
Lasts Intensity-dependent
SaveResilience

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. If the target fails its save, it will asphyxiate for a number of rounds depending on the Intensity. For one round per level of Intensity, the target must succeed at a Vitality check of DL 15 as detailed in Life and Death. 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, and 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 This is a air spell Suffocate, and pulls the air out of the target's lungs. Slime mages call this spell This is a slime spell Smother, and encourages a mass of mucus to clog the target's nose and mouth. Water mages call it This is a water spell Drown, and condense water in their target's lungs.

Intensity Effects

  1. One round of suffocation.
  2. Two rounds
  3. Three rounds
  4. Four rounds
  5. Five rounds