Deluge: Difference between revisions

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   | Area ||  Up to Rank x 10 square yards
   | Area ||  Up to Rank x 10 square yards
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   | Duration ||  Instantaneous
   | Duration ||  Instantaneous (Wave)
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   | Casting ||  Verbal, Somatic
   | Casting ||  Verbal, Somatic
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   | Mana Cost ||  3
   | Mana Cost ||  3
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   | Effect ||  Manipulate a nearby water source of sufficient size to create a powerful wave. The wave travels in a path of the caster's choice for up to Rank x 10 yards, knocking down targets, putting out fires and causing flooding in its wake. Targets in the path of the spell must succeed on a Physical Magic Resistance roll vs. Casting or be knocked prone in the water. If cast as a Full Round action, the wave can be parted around allies to avoid knocking them down. Areas covered in water by the spell may be considered Difficult Terrain.
   | Effect ||  Casting the spell as a Standard Action allows the mage to manipulate a nearby water source of sufficient size, creating a powerful wave of freezing cold magic-infused water that travels in a path of the caster's choice for up to Rank x 10 yards. Targets in the path of the spell suffer Non-Lethal damage based on the Casting roll, which may be modified by Magic Defense. Those who suffer at least 1 damage gain a stack of Frost and must succeed on an additional Physical Magic Resistance roll vs. Casting or be knocked [[Conditions#Prone|Prone]] in the water. Targets that are knocked Prone in flooded areas will begin [[drowning]] if they do not get up during their next turn.
 
Deluge also puts out fires and floods terrain in its path - flooded areas caused by the spell are considered Difficult Terrain, and remain so for at least Rank rounds as the magic disperses and then the water begins (or fails) to drain naturally at the discretion of the Storyteller.
 
If the caster knows [[Control Water]], she may spend an additional 2 Mana to cast Deluge as part of a Full Round Action (total cost: 5 Mana) and gain only one of the following effects:
* The wave parts around the caster's chosen targets to avoid dealing damage/knocking them down
* She can recall water from currently flooded areas and immediately use it to recast Deluge.
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Revision as of 16:27, 11 March 2024

Required Water Sphere 4
Range Rank x 10 yards
Area Up to Rank x 10 square yards
Duration Instantaneous (Wave)
Casting Verbal, Somatic
Cast Action Standard OR Full Round
Mana Cost 3
Effect Casting the spell as a Standard Action allows the mage to manipulate a nearby water source of sufficient size, creating a powerful wave of freezing cold magic-infused water that travels in a path of the caster's choice for up to Rank x 10 yards. Targets in the path of the spell suffer Non-Lethal damage based on the Casting roll, which may be modified by Magic Defense. Those who suffer at least 1 damage gain a stack of Frost and must succeed on an additional Physical Magic Resistance roll vs. Casting or be knocked Prone in the water. Targets that are knocked Prone in flooded areas will begin drowning if they do not get up during their next turn.

Deluge also puts out fires and floods terrain in its path - flooded areas caused by the spell are considered Difficult Terrain, and remain so for at least Rank rounds as the magic disperses and then the water begins (or fails) to drain naturally at the discretion of the Storyteller.

If the caster knows Control Water, she may spend an additional 2 Mana to cast Deluge as part of a Full Round Action (total cost: 5 Mana) and gain only one of the following effects:

  • The wave parts around the caster's chosen targets to avoid dealing damage/knocking them down
  • She can recall water from currently flooded areas and immediately use it to recast Deluge.