Difference between revisions of "Elemental Portation"
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|distance=Self | |distance=Self |
Revision as of 23:09, 19 December 2012
This rule is pretty sexy and doesn't need any attention. Consider it good to go. |
Rarity | 3 |
---|---|
AP | 4 |
Target | Self |
Distance | Self |
Lasts | N/A |
The mage calls upon an elemental spirit to allow him passage between two points. The mage vanishes in a way characteristic to the element involved. For instance, a water mage is liquefied and falls to the ground with a splash, evaporating, and reappearing at the destination with a spray of water. An electricity mage is struck by a bolt of lightning from the sky or ceiling and similarly strikes the ground at the destination. The mage is transported instantaneously, however, the distance the spell can cover is dependent on the Intensity. At low Intensities, this spell is useful to move around battlefields, and at high Intensities, for overland movement. The mage must have some of the element in question on-hand in order to cast this spell.
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 fire school, this spell is known as Up in Smoke. In the ice school, it's called Snowdrift. To earth mages, it's Rock and Roll. To air mages, it's Airwalk. Slime mages call this spell Snot Rocket. Metal mages refer to it as Steel Slide. Electricity mages call this spell Ride the Lightning. Water mages call it Water Slide.
Intensity Effects
- 50 feet
- 500 feet
- 1 mile
- 10 miles
- 100 miles