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.
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.
Firewall | Wind Wall | Corrosive Cage | |||
Electric Fence | Wall of Water | Wilting Wall | |||
Corona | Darkroom |
Intensity Effects
- +4 Spell Harm
- +8 Spell Harm
- +12 Spell Harm
- +16 Spell Harm
- +20 Spell Harm