Difference between revisions of "Legacy Electric Shock"
From Amar RPG
(Preserved legacy spell version) |
(Converted to new spell system) |
||
Line 1: | Line 1: | ||
+ | {{Note|For the legacy spell version, see [[Legacy_Legacy_Electric_Shock]].}} | ||
+ | |||
{{ infobox | {{ infobox | ||
| abovestyle = background:#7d4733; color:white | | abovestyle = background:#7d4733; color:white | ||
| bodystyle = width:350px | | bodystyle = width:350px | ||
− | | above = Electric Shock | + | | above = Legacy Electric Shock |
− | | label1 = | + | | label1 = Domain |
| data1 = Air, Water | | data1 = Air, Water | ||
− | | label2 = | + | | label2 = Encumbrance |
− | | data2 = | + | | data2 = 6 |
− | | label3 = | + | | label3 = Cooldown |
− | | data3 = | + | | data3 = 3 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 = 13 |
− | | label8 = | + | | label8 = Cost |
− | | data8 = | + | | data8 = 3 Mental Fortitude |
− | | label9 = Area of Effect | + | | label9 = Distance |
− | | | + | | data9 = 19m |
+ | | label10 = Duration | ||
+ | | data10 = Instant. | ||
+ | | label11 = Area of Effect | ||
+ | | data11 = 1 creature* | ||
+ | | label12 = Effects | ||
+ | | data12 = See below | ||
+ | | label13 = Receiving | ||
+ | | data13 = Air, Water Attunement 3 | ||
+ | | label14 = Giving | ||
+ | | data14 = Ritual 2 weeks | ||
}} | }} | ||
Line 29: | Line 41: | ||
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. | ||
+ | |||
+ | == Casting == | ||
+ | |||
+ | To cast Legacy Electric Shock: | ||
+ | * '''Roll''': O6 + SPIRIT + Attunement + Air, Water vs DR 13 | ||
+ | * '''Cost''': 3 Mental Fortitude | ||
+ | * '''Time''': 2 rounds | ||
+ | * '''Cooldown''': 3 hours | ||
+ | |||
+ | == Transfer Requirements == | ||
+ | |||
+ | * '''Receiving''': Requires Air, Water Attunement 3 or higher | ||
+ | * '''Giving''': 2 weeks ritual to transfer spell ownership | ||
Back: [[Magick]] | Back: [[Magick]] |
Latest revision as of 13:33, 1 October 2025
Legacy Electric Shock | |
---|---|
Domain | Air, Water |
Encumbrance | 6 |
Cooldown | 3 hours |
Casting Time | 2 rounds |
Active/Passive | Active |
Restrictions | None |
DR | 13 |
Cost | 3 Mental Fortitude |
Distance | 19m |
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 Legacy Electric Shock:
- Roll: O6 + SPIRIT + Attunement + Air, Water vs DR 13
- Cost: 3 Mental Fortitude
- Time: 2 rounds
- Cooldown: 3 hours
Transfer Requirements
- Receiving: Requires Air, Water Attunement 3 or higher
- Giving: 2 weeks ritual to transfer spell ownership
Back: Magick