Elemental Field
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This rule is pretty sexy and doesn't need any attention. Consider it good to go. |
Rarity | 1 |
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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.
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Firewall | ![]() |
Wind Wall | ![]() |
Corrosive Cage |
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Electric Fence | ![]() |
Wall of Water | ![]() |
Wilting Wall |
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Corona | ![]() |
Darkroom |
Intensity Effects
- +4 Spell Harm
- +8 Spell Harm
- +12 Spell Harm
- +16 Spell Harm
- +20 Spell Harm