Difference between revisions of "Elemental Strike"
m (Sunbeam → Laser) |
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|target=Creature/Object | |target=Creature/Object | ||
|save=[[Guard Roll]] | |save=[[Guard Roll]] | ||
− | |description=The mage invokes a devastating assault against a single target, which bursts from the ground beneath it. The attack is | + | |description=The mage invokes a devastating assault against a single target, which bursts from the ground beneath it or the space above it. The attack is composed of pure energy and is basically intangible, but charged with the aspects of a specific element. The mage makes an [[Attack Roll]] using the ''magic'' [[weapon style]]. If the target fails its [[Dodge]] Roll, the mage makes a [[Casting Roll]] and the target makes its Guard Roll. This spell delivers both ''burning'' and ''piercing'' 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. | 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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</tr> | </tr> | ||
</table> | </table> | ||
+ | |intensity=The bonus this spell grants to the Spell Harm in the Casting Roll depends on the Intensity. | ||
|level1=+10 Spell Harm | |level1=+10 Spell Harm | ||
|level2=+20 Spell Harm | |level2=+20 Spell Harm |
Latest revision as of 20:35, 3 April 2022
This rule is pretty sexy and doesn't need any attention. Consider it good to go. |
Rarity | 3 |
---|---|
AP | 3 |
Target | Creature/Object |
Distance | Far |
Lasts | N/A |
Save | Guard Roll |
The mage invokes a devastating assault against a single target, which bursts from the ground beneath it or the space above it. The attack is composed of pure energy and is basically intangible, but charged with the aspects of a specific element. The mage makes an Attack Roll using the magic weapon style. If the target fails its Dodge Roll, the mage makes a Casting Roll and the target makes its Guard Roll. This spell delivers both burning and piercing 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.
Flame Jet | Ice Glaive | Stalagmite | |||
Air Scythe | Acid Lance | Iron Maiden | |||
Thunder Javelin | Geyser | Forest Spear | |||
Blight Arrow | Laser | Demon Horn |
Intensity Effects
The bonus this spell grants to the Spell Harm in the Casting Roll depends on the Intensity.
- +10 Spell Harm
- +20 Spell Harm
- +30 Spell Harm
- +40 Spell Harm
- +50 Spell Harm