Difference between revisions of "Paralysis"

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m (Doublecompile moved page Paralyze to Paralysis: Spells should be nouns, spirit arts should be verbs)
 
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{{overhaul}}
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{{test}}
{{wishlist}}
 
 
{{spell
 
{{spell
|essence=warding
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|essence=mutative
|school=electricity
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|school=water
 
|xp=2
 
|xp=2
 
|distance=Near
 
|distance=Near
 
|target=Creature
 
|target=Creature
|time=Two rounds per school rank
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|time=Two rounds per rank
|ability=[[Persuasion|PSN]]
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|save=[[Resilience]]
|save=[[Mind Control]]
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|description=The mage shuts down the nervous system of a target, rendering them completely inert. Any flesh and blood creature targeted by this spell must make a Resilience check or gain the ''[[paralyzed]]'' condition. Paralyzed creatures simply stop dead in their tracks; they don't fall to the ground (unless, of course, they had wings and were flying). The Size of the targeted creature depends on the Intensity.  
|counter=[[Remove Paralysis]]
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|level1=Size −2 and below (an alternative to ''timeout'' for your kid)
|description=This spell works exactly as [[Movement Ward]], thus the mage can use his or her ranks in either the Ward or Status school.
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|level2=Size 0 and below (most humanoids)
The mage shuts down the nervous system of his or her target, rendering them completely immobile. Depending on the Intensity, the target may be unable to speak, but always remains completely aware of its surroundings.  Paralyzed spellcasters or creatures with Special Powers can only use them if they require no motion. At higher levels, these abilities cannot be used at all.
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|level3=Size 3 and below (…and the horse they rode in on)
|level1=Target is immobile, -2 to Hold/Grasp
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|level4=Size 6 and below (how you keep an elephant from charging)
|level2=25% chance of spell failure, -5 to Hold/Grasp
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|level5=Any size creature (Stop-zilla)
|level3=50% chance of spell failure, target cannot speak, -10 to Hold/Grasp
 
|level4=75% chance of spell failure, -15 to Hold/Grasp
 
|level5=Spellcasting impossible, automatic failure of all Hold/Grasp rolls
 
 
}}
 
}}

Latest revision as of 01:47, 20 January 2021

Crashtestdummy.svg This rule simply needs to be tested. It may be almost perfect, or it may need a bit of work. We think it's pretty good, but it hasn't been really tested. Leave any feedback on the Talk page, please!
This spell has a mutative essence
This is a water spell
Rarity 2
AP 4
Target Creature
Distance Near
Lasts Two rounds per rank
SaveResilience

The mage shuts down the nervous system of a target, rendering them completely inert. Any flesh and blood creature targeted by this spell must make a Resilience check or gain the paralyzed condition. Paralyzed creatures simply stop dead in their tracks; they don't fall to the ground (unless, of course, they had wings and were flying). The Size of the targeted creature depends on the Intensity.

Intensity Effects

  1. Size −2 and below (an alternative to timeout for your kid)
  2. Size 0 and below (most humanoids)
  3. Size 3 and below (…and the horse they rode in on)
  4. Size 6 and below (how you keep an elephant from charging)
  5. Any size creature (Stop-zilla)