Control Winds

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PinUp.svg This rule is pretty sexy and doesn't need any attention. Consider it good to go.
This spell has a unknown essence
This is a air spell
Rarity 1
AP 4
Target Air
Distance Far
Lasts N/A
SaveVitality

Mother nature takes orders from no one, but good advice never hurt anyone. With this spell the mage takes existing wind conditions and softens or exaggerates their effects. The spell can be cast indoors or outdoors. When winds are augmented, arrows miss their mark, ships will sail faster, and creatures can be thrown to the ground. The wind can be directed at one individual as well as be modified. Creatures must roll Vitality to avoid the effects of the strengthened wind, moving one foot for each point of difference between the Casting Roll and their save. If creatures defending from a gust of wind botch their save roll, they move one step down the Knockout Track in addition to being thrown.

Intensity Effects

  1. Winds increased: Ranged attacks take −1, +2 to Casting Roll; Winds decreased: nullify a breeze
  2. Winds increased: Ranged attacks take −3, +4 to Casting Roll; Winds decreased: nullify moderate winds
  3. Winds increased: Ranged attacks take −5, +6 to Casting Roll; Winds decreased: nullify strong winds
  4. Winds increased: Ranged attacks take −10, +8 to Casting Roll; Winds decreased: nullify storm winds
  5. Winds increased: Ranged attacks take −20, +10 to Casting Roll; Winds decreased: nullify hurricane winds