Difference between revisions of "Elemental Catastrophe"

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|ap=6
 
|ap=6
 
|save=[[Guard Roll]]
 
|save=[[Guard Roll]]
|description=The mage calls down ancient destructive elemental forces that ravage battlefields in spectacular eruptions of power. The energy of the spell resembles natural disasters akin to the element in question: volcanic eruption, flooding, rivers of acid, hurricanes, stellar chaos, mass hysteria, cats and dogs living together. The spell affects an area of 10 feet in radius for every spell rank. The mage makes an Attack Roll using the ''Magic'' Weapon Skill. Creatures within this area a chance to Dodge, but cannot Parry (without the Spell Swat trump). Half of the damage dealt by this spell is considered half bludgeoning damage (if a creature is immune to damage by that element, it's still subject to the other half).
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|description=The mage calls down ancient destructive elemental forces that ravage battlefields in spectacular eruptions of power. The energy of the spell resembles natural disasters akin to the element in question: volcanic eruption, flooding, rivers of acid, hurricanes, stellar chaos, mass hysteria, cats and dogs living together. The spell affects an area of 10 feet in radius for every spell rank. The mage makes an [[Attack Roll]] using the ''magic'' [[weapon style]]. Creatures within this area may try to [[Dodge]], but cannot parry (without the [[Spell Swat]] trump). This spell delivers both ''burning'' and ''crushing'' damage (i.e. targets who incur damage must be immune to both types to avoid injury).
  
A mage can cast this spell using any of the listed elements, but must buy Elemental Skill ranks in each. Every elemental school has a nickname for this spell.
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A mage can cast this spell using any of the listed elements, but must buy [[magic element]] ranks in each. Every elemental school has a nickname for this spell.
 
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|intensity=The bonus this spell grants to the Spell Harm in the Casting Roll depends on the Intensity.
 
|level1=+20 Spell Hurt
 
|level1=+20 Spell Hurt
 
|level2=+40 Spell Hurt
 
|level2=+40 Spell Hurt

Latest revision as of 20:19, 3 April 2022

PinUp.svg This rule is pretty sexy and doesn't need any attention. Consider it good to go.
This spell has a dynamic essence
This spell can be powered by any element
Rarity 5
AP 6
Target Area
Distance Far
Lasts N/A
SaveGuard Roll

The mage calls down ancient destructive elemental forces that ravage battlefields in spectacular eruptions of power. The energy of the spell resembles natural disasters akin to the element in question: volcanic eruption, flooding, rivers of acid, hurricanes, stellar chaos, mass hysteria, cats and dogs living together. The spell affects an area of 10 feet in radius for every spell rank. The mage makes an Attack Roll using the magic weapon style. Creatures within this area may try to Dodge, but cannot parry (without the Spell Swat trump). This spell delivers both burning and crushing damage (i.e. targets who incur damage must be immune to both types to avoid injury).

A mage can cast this spell using any of the listed elements, but must buy magic element ranks in each. Every elemental school has a nickname for this spell.

This is a fire spell Volcano This is a ice spell Iceberg This is a earth spell Meteor
This is a air spell Hurricane This is a slime spell Acid Rain This is a metal spell Heavy Metal
This is a electricity spell Seven Thunders This is a water spell Tsunami This is a verdance spell Atomic Bomb
This is a ruin spell Extinction This is a light spell Supernova This is a dark spell Black Hole

Intensity Effects

The bonus this spell grants to the Spell Harm in the Casting Roll depends on the Intensity.

  1. +20 Spell Hurt
  2. +40 Spell Hurt
  3. +60 Spell Hurt
  4. +80 Spell Hurt
  5. +100 Spell Hurt