Difference between revisions of "Footgear"
(Created page with "{{sexy}} {{spell |essence=mutative |school=air |school2=earth |school3=ice |school4=water |xp=1 |distance=Contact |target=Creatures |time=Ten minutes per spell rank |description=...") |
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Revision as of 18:35, 20 February 2014
This rule is pretty sexy and doesn't need any attention. Consider it good to go. |
Rarity | 1 |
---|---|
AP | 4 |
Target | Creatures |
Distance | Contact |
Lasts | Ten minutes per spell rank |
The mage can supercharge a creature's feet, allowing them to traverse impossible substances. Regardless of which material the spell allows the creature to traverse, the creature leaves no tracks and cannot be tracked in its intended direction by scent. Any movement penalties due to terrain are ignored. The exact material depends on the element in question. In the air school, the creature can walk across thin air as if climbing an invisible staircase or crossing an invisible bridge. In the earth school, the creature can traverse sand, mud, gravel, and the like as if it were on a well-paved road. In the ice school, the creature can walk atop snow, slush, and ice with perfect traction. In the water school, the creature can move without issue across lakes, rivers, and ocean waves, unable to fall in.
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, it's called Snow Shoes. To earth mages, it's Cleats. To air mages, it's Cloud Step. Water mages call it Water Skis.
Intensity Effects
- One creature
- Two creatures
- Three creatures
- Four creatures
- Five creatures (You can cross the river with all your stuff, your fiancée, her Shetland pony, and all her designer luggage! Lift check not included.)