Sleet Storm: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
mNo edit summary |
||
(7 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{| class="tdgrey1" | {| class="tdgrey1" | ||
|- | |- | ||
| Required Spheres || [[Water Sphere]] 3 | |||
| Required Spheres || Water 3 | |||
|- | |- | ||
| Range || 10 yards x Rank | | Range || 10 yards x Rank | ||
Line 9: | Line 7: | ||
| Area || 4 yard radius x Rank | | Area || 4 yard radius x Rank | ||
|- | |- | ||
| Duration || 1 | | Duration || Rank x 1 Rounds | ||
|- | |- | ||
| Casting || Verbal, Somatic | | Casting || Verbal, Somatic | ||
|- | |- | ||
| Action || Standard | |||
|- | |- | ||
| Effect || Twists the elemental | | Cost || 2 Mana | ||
|- | |||
| Effect || Twists the elemental water in the atmosphere and drops the temperature to summon an instant sleet squall. The sleet will limit visibility to 5 yards, snuff natural fire, and counter magical fire of a lower rank. Flying creatures will suffer impaired fly speed, with a penalty equal to rank, and flying creatures sized small or less will struggle to remain airborne. | |||
All horizontal surfaces under the storm will become coated in ice, rendering the surfaces extremely slippery. If there is any present wind ( natural or magical ) then vertical surfaces facing upwind will also become coated with ice. Movement on the ice covered surfaces costs double movement points to avoid risk of falling down. Faster movement and any significant melee combat will require an Dexterity based Acrobatics check to avoid falling down. The sleet is permanent until melted and then drained or evaporated, and will accumulate as it would naturally. | All horizontal surfaces under the storm will become coated in ice, rendering the surfaces extremely slippery. If there is any present wind ( natural or magical ) then vertical surfaces facing upwind will also become coated with ice. Movement on the ice covered surfaces costs double movement points to avoid risk of falling down. Faster movement and any significant melee combat will require an Dexterity based Acrobatics check to avoid falling down. The sleet is permanent until melted and then drained or evaporated, and will accumulate as it would naturally. | ||
|} | |} | ||
[[Category:Spells]] | |||
[[Category:Magecraft]] | |||
[[Category:Water Sphere]] | |||
[[Category:Air Sphere]] |
Latest revision as of 10:39, 11 March 2024
Required Spheres | Water Sphere 3 |
Range | 10 yards x Rank |
Area | 4 yard radius x Rank |
Duration | Rank x 1 Rounds |
Casting | Verbal, Somatic |
Action | Standard |
Cost | 2 Mana |
Effect | Twists the elemental water in the atmosphere and drops the temperature to summon an instant sleet squall. The sleet will limit visibility to 5 yards, snuff natural fire, and counter magical fire of a lower rank. Flying creatures will suffer impaired fly speed, with a penalty equal to rank, and flying creatures sized small or less will struggle to remain airborne.
All horizontal surfaces under the storm will become coated in ice, rendering the surfaces extremely slippery. If there is any present wind ( natural or magical ) then vertical surfaces facing upwind will also become coated with ice. Movement on the ice covered surfaces costs double movement points to avoid risk of falling down. Faster movement and any significant melee combat will require an Dexterity based Acrobatics check to avoid falling down. The sleet is permanent until melted and then drained or evaporated, and will accumulate as it would naturally. |