Difference between revisions of "Stay Put"
m (Lift → Might) |
|||
Line 8: | Line 8: | ||
|school5=verdance | |school5=verdance | ||
|xp=2 | |xp=2 | ||
− | |target= | + | |target=Area |
|distance=Medium | |distance=Medium | ||
|time=1 round per rank | |time=1 round per rank | ||
|save=[[Might]] | |save=[[Might]] | ||
− | |description=The mage causes | + | |description=The mage causes things to be stuck in place — bad if they're trying to get away, good if they want to not be moved! The mage makes an Attack Roll using the ''Magic'' weapon skill, and can choose any targets in the area of effect. If a target fails its Dodge Roll (or opts out), any appendages which are in contact with a surface (e.g. feet on the ground, hands on a bar) 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 Might check to be freed from the entrapment (the target's buddies can try to yank their pal out of the trap with their own Might 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 mage can target not only creatures, but objects and vehicles, too. Unattended objects (e.g. a crate) are automatically pinned, but vehicles in motion (e.g. a wagon) can use the driver's [[Animal Control]] or [[Machinery]] check (whether the vehicle is drawn or powered) in place of a Dodge. A creature, object, or vehicle must fit entirely in the area of effect to be pinned. | ||
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 {{spell badge|ice|inline=1|size=16}} ''Freeze!'', and it traps targets' appendages in blocks of ice. To earth mages, it's {{spell badge|earth|inline=1|size=16}} ''Bury'', and it draws up hard rock around the targets' appendages. Slime mages call this spell {{spell badge|slime|inline=1|size=16}} ''Glue'', which sticks targets in place with a powerful adhesive. Metal mages refer to it as {{spell badge|metal|inline=1|size=16}} ''Shackles'' because metal harnesses appear and lock down targets. Verdance mages call it {{spell badge|verdance|inline=1|size=16}} ''Root'', which causes roots to grow around the targets. | 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 {{spell badge|ice|inline=1|size=16}} ''Freeze!'', and it traps targets' appendages in blocks of ice. To earth mages, it's {{spell badge|earth|inline=1|size=16}} ''Bury'', and it draws up hard rock around the targets' appendages. Slime mages call this spell {{spell badge|slime|inline=1|size=16}} ''Glue'', which sticks targets in place with a powerful adhesive. Metal mages refer to it as {{spell badge|metal|inline=1|size=16}} ''Shackles'' because metal harnesses appear and lock down targets. Verdance mages call it {{spell badge|verdance|inline=1|size=16}} ''Root'', which causes roots to grow around the targets. | ||
− | |level1= | + | |level1=5 ft radius |
− | |level2= | + | |level2=10 ft radius |
− | |level3= | + | |level3=15 ft radius |
− | |level4= | + | |level4=20 ft radius |
− | |level5= | + | |level5=25 ft radius |
}} | }} |
Revision as of 23:21, 3 July 2017
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! |
Rarity | 2 |
---|---|
AP | 4 |
Target | Area |
Distance | Medium |
Lasts | 1 round per rank |
Save | Might |
The mage causes things to be stuck in place — bad if they're trying to get away, good if they want to not be moved! The mage makes an Attack Roll using the Magic weapon skill, and can choose any targets in the area of effect. If a target fails its Dodge Roll (or opts out), any appendages which are in contact with a surface (e.g. feet on the ground, hands on a bar) 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 Might check to be freed from the entrapment (the target's buddies can try to yank their pal out of the trap with their own Might 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 mage can target not only creatures, but objects and vehicles, too. Unattended objects (e.g. a crate) are automatically pinned, but vehicles in motion (e.g. a wagon) can use the driver's Animal Control or Machinery check (whether the vehicle is drawn or powered) in place of a Dodge. A creature, object, or vehicle must fit entirely in the area of effect to be pinned.
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 Freeze!, and it traps targets' appendages in blocks of ice. To earth mages, it's Bury, and it draws up hard rock around the targets' appendages. Slime mages call this spell Glue, which sticks targets in place with a powerful adhesive. Metal mages refer to it as Shackles because metal harnesses appear and lock down targets. Verdance mages call it Root, which causes roots to grow around the targets.
Intensity Effects
- 5 ft radius
- 10 ft radius
- 15 ft radius
- 20 ft radius
- 25 ft radius