Difference between revisions of "Stay Put"

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m (conjuring→dynamic)
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|xp=2
 
|xp=2
 
|target=Creatures
 
|target=Creatures
|time=1 round per spell rank
+
|distance=Medium
 +
|time=1 round per rank
 
|save=[[Lift]]
 
|save=[[Lift]]
 
|description=The mage causes a creature to be stuck in place — bad if it's trying to get away, good if it wants to not be moved! The mage makes a Magic Attack Roll. If the target fails its Dodge Roll (or opts out), any hands or feet which are in contact with a surface (feet on the ground, hands on a bar, perhaps) are trapped. The target is then considered ''pinned'' as if it were in a [[Grab]], and therefore ''wide-eyed''. The mage makes a Casting Roll, the result of which is what the target must meet on a Lift check to be freed from the entrapment (the target's buddies can try to yank their pal out of the trap with their own Lift checks, also). Attempts on trapped targets to push, pull, or overrun them must also meet the Casting Roll. If a creature has more than two appendages trapped, it can't be tripped, but it can be overrun and burst from the bonds. The number of creatures that can be trapped depends on the Intensity.
 
|description=The mage causes a creature to be stuck in place — bad if it's trying to get away, good if it wants to not be moved! The mage makes a Magic Attack Roll. If the target fails its Dodge Roll (or opts out), any hands or feet which are in contact with a surface (feet on the ground, hands on a bar, perhaps) are trapped. The target is then considered ''pinned'' as if it were in a [[Grab]], and therefore ''wide-eyed''. The mage makes a Casting Roll, the result of which is what the target must meet on a Lift check to be freed from the entrapment (the target's buddies can try to yank their pal out of the trap with their own Lift checks, also). Attempts on trapped targets to push, pull, or overrun them must also meet the Casting Roll. If a creature has more than two appendages trapped, it can't be tripped, but it can be overrun and burst from the bonds. The number of creatures that can be trapped depends on the Intensity.

Revision as of 23:01, 30 July 2013

Pylon.svg This rule simply needs tweaking. It may be almost perfect, or it may need a bit of work. It's half-way in between sexy and in need of overhaul. Leave any ideas on the Talk page, please!
This spell has a dynamic essence
This is a earth spell
This is a ice spell
This is a metal spell
This is a slime spell
This is a verdance spell
Rarity 2
AP 4
Target Creatures
Distance Medium
Lasts 1 round per rank
SaveLift

The mage causes a creature to be stuck in place — bad if it's trying to get away, good if it wants to not be moved! The mage makes a Magic Attack Roll. If the target fails its Dodge Roll (or opts out), any hands or feet which are in contact with a surface (feet on the ground, hands on a bar, perhaps) are trapped. The target is then considered pinned as if it were in a Grab, and therefore wide-eyed. The mage makes a Casting Roll, the result of which is what the target must meet on a Lift check to be freed from the entrapment (the target's buddies can try to yank their pal out of the trap with their own Lift checks, also). Attempts on trapped targets to push, pull, or overrun them must also meet the Casting Roll. If a creature has more than two appendages trapped, it can't be tripped, but it can be overrun and burst from the bonds. The number of creatures that can be trapped depends on the Intensity.

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. In the ice school, this spell is called This is a ice spell Freeze!, and it traps targets' appendages in blocks of ice. To earth mages, it's This is a earth spell Bury, and it draws up hard rock around the targets' appendages. Slime mages call this spell This is a slime spell Glue, which sticks targets in place with a powerful adhesive. Metal mages refer to it as This is a metal spell Shackles because metal harnesses appear and lock down targets. Verdance mages call it This is a verdance spell Root, which causes roots to grow around the targets.

Intensity Effects

  1. One creature
  2. Two creatures
  3. Three creatures
  4. Four creatures
  5. Five creatures