Difference between revisions of "Fluid Body"

From NsdWiki
Jump to: navigation, search
(Created page with "{{sexy}} {{spell |school=air |school2=slime |school3=water |xp=2 |target=Self |time=2 rounds per spell rank |description=The mage's body and equipment turn into a fluid state. W...")
(No difference)

Revision as of 20:42, 11 July 2011

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
This is a slime spell
This is a water spell
Rarity 2
AP 4
Target Self
Distance N/A
Lasts 2 rounds per spell rank

The mage's body and equipment turn into a fluid state. While liquefied, the mage can pass through tiny holes and crevices, squeeze through tight iron bars, and drip through plumbing. The mage cannot fit inside of enclosed objects that are smaller than his or her total volume. (For instance, a mage cannot fit him or herself entirely into a teapot, even though he or she could squeeze through the spout. While the mage's entire body is fluid, normal attack damage is useless; only spells can deal damage to the mage while in this form (you see if a sword does anything to a puddle or a fog), and the mage cannot be Grabbed or Entangled. While flowing around as a fluid, the mage is immune to magic damage of the same element, but the opposide element deals double damage. Air is opposed by Earth. Slime is opposed by Metal. Water is opposed by Electricity. The mage's speed is dependent on Intensity.

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. To air mages, this spell is known as This is a air spell Mister Mist. Slime mages call this spell This is a slime spell Ectoplasmic Form. Water mages call it This is a water spell Body of Water.

Intensity Effects

  1. 1 foot per Action Point
  2. 2 feet per Action Point
  3. Normal speed
  4. Double normal speed
  5. Triple normal speed