Difference between revisions of "Water Barrier"
From Amar RPG
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+ | {{Note|For the legacy spell version, see [[Legacy_Water_Barrier]].}} | ||
+ | |||
{{ infobox | {{ infobox | ||
| abovestyle = background:#7d4733; color:white | | abovestyle = background:#7d4733; color:white | ||
+ | | bodystyle = width:350px | ||
| above = Water Barrier | | above = Water Barrier | ||
− | | label1 = | + | | label1 = Domain |
| data1 = Water | | data1 = Water | ||
− | | label2 = | + | | label2 = Encumbrance |
− | | data2 = | + | | data2 = 5 |
− | | label3 = | + | | label3 = Cooldown |
− | | data3 = | + | | data3 = 4 hours |
| label4 = Casting Time | | label4 = Casting Time | ||
| data4 = 2 rounds | | data4 = 2 rounds | ||
− | | label5 = | + | | label5 = Active/Passive |
− | | data5 = | + | | data5 = Active |
− | | label6 = | + | | label6 = Restrictions |
− | | data6 = | + | | data6 = None |
− | | label7 = | + | | label7 = DR |
− | | data7 = | + | | data7 = 11 |
− | | label8 = | + | | label8 = Cost |
− | | data8 = | + | | data8 = 3 Mental Fortitude |
− | | label9 = Area of Effect | + | | label9 = Distance |
− | | | + | | data9 = 22m |
+ | | label10 = Duration | ||
+ | | data10 = 2 rounds | ||
+ | | label11 = Area of Effect | ||
+ | | data11 = ½ m radius | ||
+ | | label12 = Effects | ||
+ | | data12 = See below | ||
+ | | label13 = Receiving | ||
+ | | data13 = Water Attunement 3 | ||
+ | | label14 = Giving | ||
+ | | data14 = Ritual 2 weeks | ||
}} | }} | ||
− | Creates a circular barrier of water that will slowdown projectiles. The barrier will make it | + | 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: | If creatures walk through the barrier from outside they will get a negative status depending on the water barrier level: | ||
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|} | |} | ||
+ | == 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]] | Back: [[Magick]] |
Latest revision as of 13:37, 1 October 2025
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:
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