Crashing Wave: Difference between revisions
Jump to navigation
Jump to search
(Created page) |
mNo edit summary |
||
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 + Rank) as non-lethal damage, knocking targets prone in the process. 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. | 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 + Water Spirit Rank) as non-lethal damage, knocking targets prone in the process. 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. | ||
|} | |} | ||
Revision as of 02:46, 10 May 2020
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 + Water Spirit Rank) as non-lethal damage, knocking targets prone in the process. 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. |