Major Elemental Wave (435): Difference between revisions
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The wave moves outward from the caster and the caster has some limited control over the direction that the wave moves in. All characters and creatures not joined to the same group as the caster must make a [[maneuver|saving roll]], or fall [[prone]]. If the player or creature's failure is sufficiently severe damage may also be incurred. |
The wave moves outward from the caster and the caster has some limited control over the direction that the wave moves in. All characters and creatures not joined to the same group as the caster must make a [[maneuver|saving roll]], or fall [[prone]]. If the player or creature's failure is sufficiently severe damage may also be incurred. |
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A successful major elemental wave may cause the affected creatures or characters to be pinned to the ground for up to 20 seconds with the possibility of death or damage. The spell |
A successful major elemental wave may cause the affected creatures or characters to be pinned to the ground for up to 20 seconds with the possibility of death or damage. The spell can affect flying creatures if the caster has 50 ranks of Air Lore. |
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[[ATTUNE]]d characters will have their attunement determine the damage type. |
[[ATTUNE]]d characters will have their attunement determine the damage type. |
Revision as of 06:47, 25 May 2016
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Major Elemental Wave causes the mana in the area to "pulse" in a physical wave that may result in knocking down all characters and creatures in the area. With the increased power imparted into this wave from the additional mana expended it is possible that the wave will discharge some of the imbued energy into any object it encounters with potentially damaging consequences.
The wave moves outward from the caster and the caster has some limited control over the direction that the wave moves in. All characters and creatures not joined to the same group as the caster must make a saving roll, or fall prone. If the player or creature's failure is sufficiently severe damage may also be incurred.
A successful major elemental wave may cause the affected creatures or characters to be pinned to the ground for up to 20 seconds with the possibility of death or damage. The spell can affect flying creatures if the caster has 50 ranks of Air Lore.
ATTUNEd characters will have their attunement determine the damage type.
Element Critical Damage type Air Vacuum Earth Impact/Vibration Fire Fire Water Cold/Ice Lightning Lightning/Electric
Lore Benefits
Elemental Lore, Air
50 ranks of Elemental Lore, Air will turn every cast of Major Elemental Wave into a spherical wave that can affect flying targets, but will not knock them out of the air.
Elemental Lore, Water
Training in Elemental Lore, Water will cause targets to have a reduced maneuver defense based on a linear formula involving skill bonus. The specifics are unknown, but 90 skill (20 ranks) is enough to overcome the defensive bonus provided by the spell Empathic Focus (1109) and continued skill increases further improve this bonus without diminishing returns.
Messaging
Although this spell does not tend to inflict a great number of damage, its power lays in its criticals, which will frequently result in stuns, removal of limbs, or outright death. An example is shown below, while attuned to lightning:
You gesture at a krolvin warrior. A wave of snapping and crackling ethereal ripples moves outward from you. A krolvin mercenary is buffeted by the snapping and crackling ethereal waves and is knocked to the ground. ... 70 points of damage! Horrifying bolt of electricity crystalizes abdominal area. Spiffy but unfortunately also quite deadly. The krolvin mercenary rolls over on the floor and goes still. A krolvin mercenary is buffeted by the snapping and crackling ethereal waves and is knocked to the ground. ... 50 points of damage! Powerful blast reduces the krolvin mercenary to a smoldering pile of ash! The krolvin mercenary rolls over on the floor and goes still. A krolvin warrior is buffeted by the snapping and crackling ethereal waves and is knocked to the ground. ... 50 points of damage! Surprisingly large electrical arc destroys neck and moves up around head making a flashy halo. Rather classical death occurs. The krolvin warrior rolls over on the floor and goes still. A krolvin warrior is buffeted by the snapping and crackling ethereal waves and is knocked to the ground. ... 50 points of damage! Hideously bright electrical bolt sends right leg into another universe. Happy traveling. The krolvin warrior is stunned! Cast Roundtime 3 Seconds.