Crashing Wave: Difference between revisions

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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 + 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.  
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Latest revision as of 00:34, 23 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.