Difference between revisions of "Electric Shock"

From Amar RPG
(Converted to new spell system)
 
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{{Note|For the legacy spell version, see [[Legacy_Electric_Shock]].}}
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{{ infobox
 
{{ infobox
 
| abovestyle  = background:#7d4733; color:white
 
| abovestyle  = background:#7d4733; color:white
 
| bodystyle  = width:350px
 
| bodystyle  = width:350px
 
| above      = Electric Shock
 
| above      = Electric Shock
| label1      = Path(s)
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| label1      = Domain
 
| data1      = Air, Water
 
| data1      = Air, Water
| label2      = A/P?
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| label2      = Encumbrance
| data2      = P
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| data2      = 6
| label3      = Resist?
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| label3      = Cooldown
| data3      = Y
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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      = 13
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| data5      = Active
| label6      = Duration
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| label6      = Restrictions
| data6      = Instant.
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| data6      = None
| label7      = Range
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| label7      = DR
| data7      = 1 m
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| data7      = 13
| label8      = Weight
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| label8      = Cost
| data8      = 100kg
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| data8      = 3 Mental Fortitude
| label9      = Area of Effect
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| label9      = Distance
| data9      = 1 creature*
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| data9      = 28m
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| label10    = Duration
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| data10      = Instant.
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| label11    = Area of Effect
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| data11      = 1 creature*
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| label12    = Effects
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| data12      = See below
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| label13    = Receiving
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| data13      = Air, Water Attunement 3
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| label14    = Giving
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| data14      = Ritual 2 weeks
 
}}
 
}}
  
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The skill of [http://d6gaming.org/index.php/Combat#Missile_Weapons Pointing] is used to determine if this spell hits its intended target.
 
The skill of [http://d6gaming.org/index.php/Combat#Missile_Weapons Pointing] is used to determine if this spell hits its intended target.
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== Casting ==
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To cast Electric Shock:
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* '''Roll''': O6 + SPIRIT + Attunement + Air, Water vs DR 13
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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 Air, 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 13:31, 1 October 2025

Template:Note

Electric Shock
Domain Air, Water
Encumbrance 6
Cooldown 4 hours
Casting Time 2 rounds
Active/Passive Active
Restrictions None
DR 13
Cost 3 Mental Fortitude
Distance 28m
Duration Instant.
Area of Effect 1 creature*
Effects See below
Receiving Air, Water Attunement 3
Giving Ritual 2 weeks

Gives a electric shock to the targeted creature. The creature takes D6/2 (the damage is rounded down, but the spell does minimum one damage) damage. Metal armor does not protect against this. The creature will lose anything that is held in their hands.

In water the electric shock spreads out in all directions.

The skill of Pointing is used to determine if this spell hits its intended target.

Casting

To cast Electric Shock:

  • Roll: O6 + SPIRIT + Attunement + Air, Water vs DR 13
  • Cost: 3 Mental Fortitude
  • Time: 2 rounds
  • Cooldown: 4 hours

Transfer Requirements

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

Back: Magick