Crashing Wave: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
mNo edit summary |
||
(One intermediate revision by the same user not shown) | |||
Line 16: | Line 16: | ||
|- | |- | ||
| Effect || | | Effect || | ||
While imbued, the shaman spends a full round to serve as conduit, siphoning the essence of water from the spirit realm to realize it in the physical realm. In doing this, the shaman creates a massive wave of water that crashes forward, rolling over and crushing anything in its path. This deals Caster Roll (Casting Skill + Shamanism Skill + | While imbued, the shaman spends a full round to serve as conduit, siphoning the essence of water from the spirit realm to realize it in the physical realm. In doing this, the shaman creates a massive wave of water that crashes forward, rolling over and crushing anything in its path. This deals Caster Roll (Casting Skill + Shamanism Skill + Rank) as non-lethal damage. Targets hit by the wave must succeed on a Physical Magic Resistance Roll vs. the initial Casting roll or be knocked prone. When casting this spell, the shaman may ride the wave and stop at any point in its path. After the wave reaches its end, the area is filled with water and is considered Difficult Terrain until the water drains away. | ||
|} | |} | ||
Latest revision as of 23:34, 22 March 2024
Required | Water Shaman 4 |
Range | Originating from Caster |
Area | Rank x 3 yards wide, 20 yards long |
Duration | Instant |
Casting | Verbal, Somatic |
Cast Action | Full |
Mana Cost | 3 |
Effect |
While imbued, the shaman spends a full round to serve as conduit, siphoning the essence of water from the spirit realm to realize it in the physical realm. In doing this, the shaman creates a massive wave of water that crashes forward, rolling over and crushing anything in its path. This deals Caster Roll (Casting Skill + Shamanism Skill + Rank) as non-lethal damage. Targets hit by the wave must succeed on a Physical Magic Resistance Roll vs. the initial Casting roll or be knocked prone. When casting this spell, the shaman may ride the wave and stop at any point in its path. After the wave reaches its end, the area is filled with water and is considered Difficult Terrain until the water drains away. |