Asphyxiate
This rule is pretty sexy and doesn't need any attention. Consider it good to go. |
Rarity | 3 |
---|---|
AP | 4 |
Target | Creature |
Distance | Near |
Lasts | Intensity-dependent |
Save | Mettle |
The mage uses his knowledge of the elements at his disposal to deprive a creature of the oxygen it breathes. An air mage pulls the air out of the target's lungs. A slime mage encourages a mass of mucus to clog the target's nose and mouth. A water mage condenses water in their target's lungs.
If the target fails its save, it immediately gains the suffocating condition, and will asphyxiate for one round per level of Intensity. As detailed in Chapter 4: Life and Death, the target must succeed at a Stamina check of DL 15 each round or move one step down the Knockout Track. If the check is critically failed, the character moves two steps down the Knockout Track. The target gains the unconscious condition at level 5, and if the spell continues for another round, the character dies. Note that the mage can willingly dismiss the spell when a target passes out to prevent its death and keep it unconscious. This spell is especially dangerous if the target is already suffering Knockout effects.
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.
Suffocate | Smother | Drown |
Intensity Effects
- One round of suffocation.
- Two rounds
- Three rounds
- Four rounds
- Five rounds