Elemental Field
This rule is pretty sexy and doesn't need any attention. Consider it good to go. |
Rarity | 1 |
---|---|
AP | 4 |
Target | Area |
Distance | Near |
Lasts | 2 rounds per spell rank |
Save | Guard Roll |
The mage conjures a field of tangible elemental energy to hedge out the tricks of others. The wall can be dismissed at will, and when the spell expires, the wall dematerializes in a way that is characteristic of the element (fire dissipates in a puff of smoke, wind vanishes with a whoosh, etc.). The wall itself is 20 feet high, 40 feet wide, and can be made into any shape the mage wishes, but the wall is immobile. The mage makes a single Casting Roll (including the bonus listed below) when the spell is cast and anyone attempting to walk through the field for the duration of the spell must make a Guard Roll against this number (since they're choosing to walk through the wall, no Attack or Dodge is necessary). The mage doesn't need to put himself inside of the wall; he might want to protect something valuable he can't reach.
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 Firewall. To air mages, it's Wind Wall. Slime mages call this spell Corrosive Cage. Electricity mages call this spell Electric Fence. Water mages call it Wall of Water. In the ruin school, it's called Wilting Wall. To light mages, it's Corona. To dark mages, it's Darkroom.
Intensity Effects
- +4 Spell Harm
- +8 Spell Harm
- +12 Spell Harm
- +16 Spell Harm
- +20 Spell Harm