Difference between revisions of "Hallow"
From NsdWiki
m |
m (spell level→intensity) |
||
Line 1: | Line 1: | ||
+ | {{overhaul}} | ||
{{spell | {{spell | ||
|school=air | |school=air | ||
Line 8: | Line 9: | ||
|ability=[[Personality|PTY]] | |ability=[[Personality|PTY]] | ||
|save= | |save= | ||
− | |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, | + | |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. |
|level1=+1 Spell Attack | |level1=+1 Spell Attack | ||
|level2=+5 Spell Attack | |level2=+5 Spell Attack |
Revision as of 23:41, 14 June 2011
This rule just plain sucks. It needs a complete overhaul in order to be useful. We don't want to deprecate it, so get cracking on a revision, slacker! |
Rarity | 3 |
---|---|
AP | 4 |
Target | Area |
Distance | Far |
Lasts | 10 minutes per rank |
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.
Intensity Effects
- +1 Spell Attack
- +5 Spell Attack
- +10 Spell Attack
- +15 Spell Attack
- +20 Spell Attack