Difference between revisions of "Hallow"

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m (Doublecompile moved page Call Storm to Hallow: ritualize)
 
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{{ritualize}}{{overhaul}}
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{{ritual
{{spell
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|essence=warding
|essence=dynamic
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|school=all
|school=air
 
|school2=electricity
 
|xp=3
 
|distance=Far
 
 
|target=Area
 
|target=Area
|time=10 minutes per rank
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|points=30
|ability=[[Personality|PTY]]
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|requirements=Time, Mana
|save=
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|oppositions=Cannot be performed in a month named after the opposing element
|description=The mage calls to the heavens and the heavens respond with stinging rain, hurricane winds, and terrible hail. Thunder trembles the ground and lightning rends the sky. The storm spreads for a mile centered on the target of the spell.  Anyone caught within the confines of the storm will suffer the effects listed below and shouldn't count on having a good hair day. Mounts will shy and throw their riders unless they pass a ride check against the spell roll. Due to the fierce winds, flying through mundane means is impossible and ground-based movement is halved. Air, Water, and Electricity spells cast in the area of the storm gain the benefits below based on Intensity.
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|description=This ritual consecrates up to an entire acre of land (shaped like a circle, this would be about 235 feet in diameter). This effect bolsters one of the twelve types of elemental magic within. The behavior of the place varies between elements, but the end result is that the area just ''feels'' more suited for magic of that type. A place hallowed for fire feels warm. A place hallowed for water feels humid. A place hallowed for ruin smells of decay. The hallowed ground is permanent. Those performing the ritual must outline the entire perimeter of the chosen area with specific runes. This process takes about 2 hours.
|level1=+1 Spell Attack
 
|level2=+5 Spell Attack
 
|level3=+10 Spell Attack
 
|level4=+15 Spell Attack
 
|level5=+20 Spell Attack
 
 
}}
 
}}
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In game terms, all spells of the hallowed element receive a +1 bonus to the [[Casting Roll]] within this area. All spells of the ''opposite'' element take a −1 penalty. An elemental of the hallowed type summoned into the area receives a +1 bonus to their [[Resilience]] checks against a [[Banish]] spell. An elemental opposite to the hallowed type takes a −1 penalty.
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Consecrated ground can only be removed by desecration — by performing a hallow ritual for the opposing element.

Latest revision as of 12:34, 9 October 2018

This spell has a warding essence
This is a all ritual
Target Area
Ritual Points 30
RequirementsTime, Mana
OppositionsCannot be performed in a month named after the opposing element

This ritual consecrates up to an entire acre of land (shaped like a circle, this would be about 235 feet in diameter). This effect bolsters one of the twelve types of elemental magic within. The behavior of the place varies between elements, but the end result is that the area just feels more suited for magic of that type. A place hallowed for fire feels warm. A place hallowed for water feels humid. A place hallowed for ruin smells of decay. The hallowed ground is permanent. Those performing the ritual must outline the entire perimeter of the chosen area with specific runes. This process takes about 2 hours.

In game terms, all spells of the hallowed element receive a +1 bonus to the Casting Roll within this area. All spells of the opposite element take a −1 penalty. An elemental of the hallowed type summoned into the area receives a +1 bonus to their Resilience checks against a Banish spell. An elemental opposite to the hallowed type takes a −1 penalty.

Consecrated ground can only be removed by desecration — by performing a hallow ritual for the opposing element.