Difference between revisions of "Water Barrier"

From Amar RPG
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{{Note|For the legacy spell version, see [[Legacy_Water_Barrier]].}}
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{{ infobox
 
{{ infobox
 
| abovestyle  = background:#7d4733; color:white
 
| abovestyle  = background:#7d4733; color:white
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| bodystyle  = width:350px
 
| above      = Water Barrier
 
| above      = Water Barrier
| label1      = Path(s)
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| label1      = Domain
 
| data1      = Water
 
| data1      = Water
| label2      = A/P?
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| label2      = Encumbrance
| data2      = P
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| data2      = 5
| label3      = Resist?
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| label3      = Cooldown
| data3      = N
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| data3      = 4 hours
 
| label4      = Casting Time
 
| label4      = Casting Time
 
| data4      = 2 rounds
 
| data4      = 2 rounds
| label5      = DR
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| label5      = Active/Passive
| data5      = 12
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| data5      = Active
| label6      = Duration
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| label6      = Restrictions
| data6      = 3 rounds
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| data6      = None
| label7      = Range
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| label7      = DR
| data7      = 5 m
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| data7      = 11
| label8      = Weight
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| label8      = Cost
| data8      = N/A
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| data8      = 3 Mental Fortitude
| label9      = Area of Effect
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| label9      = Distance
| data9      = ½ m radius
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| data9      = 22m
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| label10    = Duration
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| data10      = 2 rounds
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| label11    = Area of Effect
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| data11      = ½ m radius
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| label12    = Effects
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| data12      = See below
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| label13    = Receiving
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| data13      = Water Attunement 3
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| label14    = Giving
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| data14      = Ritual 2 weeks
 
}}
 
}}
  
Creates a circular barrier of water that will slowdown projectiles. The barrier will make it +1 harder to hit a target inside the barrier per level.
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Creates a circular barrier of water that will slowdown projectiles. The barrier will make it 1DR harder + 1 each level to hit a target inside the barrier. If a projectile is shot from inside of the water barrier, a hole will open in the barrier and let the projectile fly through. The water barrier will also open for anyone or anything going through the barrier from inside.
The water barrier only effects projectiles from missile weapons
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If creatures walk through the barrier from outside  they will get a negative status depending on the water barrier level:
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{| class="wikitable"
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|+Water Barrier
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|-
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| '''Level''' || '''Description'''
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|-
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|Level 1      || -1 In combat status, from the water.  
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|-
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|Level 2      || -1 in status on all physical skills, from the water.
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|-
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|Level 3      || -2 in combat status and -1 on all physical skills, from the water.
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|-
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|Level 4      || The water stops creatures on the outside from going through, while projectiles still go through.           
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|-
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|Level 5      || The water stops both creatures and other projectiles on the outside from going through. The barrier still opens when something goes through the barrier from the inside.             
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|-
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|}
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== Casting ==
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To cast Water Barrier:
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* '''Roll''': O6 + SPIRIT + Attunement + Water vs DR 11
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* '''Cost''': 3 Mental Fortitude
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* '''Time''': 2 rounds
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* '''Cooldown''': 4 hours
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== Transfer Requirements ==
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* '''Receiving''': Requires Water Attunement 3 or higher
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* '''Giving''': 2 weeks ritual to transfer spell ownership
  
 
Back: [[Magick]]
 
Back: [[Magick]]

Latest revision as of 13:37, 1 October 2025

Template:Note

Water Barrier
Domain Water
Encumbrance 5
Cooldown 4 hours
Casting Time 2 rounds
Active/Passive Active
Restrictions None
DR 11
Cost 3 Mental Fortitude
Distance 22m
Duration 2 rounds
Area of Effect ½ m radius
Effects See below
Receiving Water Attunement 3
Giving Ritual 2 weeks

Creates a circular barrier of water that will slowdown projectiles. The barrier will make it 1DR harder + 1 each level to hit a target inside the barrier. If a projectile is shot from inside of the water barrier, a hole will open in the barrier and let the projectile fly through. The water barrier will also open for anyone or anything going through the barrier from inside. If creatures walk through the barrier from outside they will get a negative status depending on the water barrier level:

Water Barrier
Level Description
Level 1 -1 In combat status, from the water.
Level 2 -1 in status on all physical skills, from the water.
Level 3 -2 in combat status and -1 on all physical skills, from the water.
Level 4 The water stops creatures on the outside from going through, while projectiles still go through.
Level 5 The water stops both creatures and other projectiles on the outside from going through. The barrier still opens when something goes through the barrier from the inside.

Casting

To cast Water Barrier:

  • Roll: O6 + SPIRIT + Attunement + Water vs DR 11
  • Cost: 3 Mental Fortitude
  • Time: 2 rounds
  • Cooldown: 4 hours

Transfer Requirements

  • Receiving: Requires Water Attunement 3 or higher
  • Giving: 2 weeks ritual to transfer spell ownership

Back: Magick