Energy Storm: Difference between revisions

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   | Required ||  [[Seed: Energy]] 5
   | Required ||  [[Seed: Energy]] 5
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   | Range || Centered on Caster
   | Range || Rank x 10 yards
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   | Area || 25 Yard radius, 5 Yard radius centered on caster is unaffected
   | Area || 15 yard radius
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   | Duration || 10 Rounds
   | Duration || Full Round Concentration + 1 round (Maximum Rank x 2 rounds)
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   | Casting || Verbal, Somatic
   | Casting || Verbal, Somatic
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   | Cast Action || Standard
   | Cast Action || Full Round
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   | Mana Cost || 4
   | Cost || 4 Mana
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   | Push || +10 yards to Area per Push
   | Push || +5 yards to Area per Push
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   | Effect || The caster conjures a devastating storm of energy that deals 2 x Rank dice in damage each round. The eye of the storm will follow the caster’s movement, but only at a 5 yard speed. Only one Energy Storm may be maintained at a time.
| Defense || Magic Defense
 
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* Fire - Applies [[Conditions#Burning|Burning]] to targets.
   | Effect || The caster summons a swirling vortex of planar energy in the targeted area which limits visibility providing Partial Cover (-2) and deals Willpower + Sorcery + Seed: Energy elemental damage every round to everything in the area. To maintain the spell the caster must spend their Full Round action concentrating on the spell. If they move, or cast another spell, Energy Storm will persist for 1 additional round before ending. The environment is affected by the specific energy type, igniting combustible materials, freezing liquids, or shocking conductive targets. Planar energy is notoriously inexact. Rolling 5 or more successes will automatically add +5 yards to the radius of the storm.
* Frost - Applies [[Conditions#Frost|Frost]] to targets.
* Lightning - Applies [[Conditions#Shock|Shock]] to targets.
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Latest revision as of 21:47, 22 March 2024

Required Seed: Energy 5
Range Rank x 10 yards
Area 15 yard radius
Duration Full Round Concentration + 1 round (Maximum Rank x 2 rounds)
Casting Verbal, Somatic
Cast Action Full Round
Cost 4 Mana
Push +5 yards to Area per Push
Defense Magic Defense
Effect The caster summons a swirling vortex of planar energy in the targeted area which limits visibility providing Partial Cover (-2) and deals Willpower + Sorcery + Seed: Energy elemental damage every round to everything in the area. To maintain the spell the caster must spend their Full Round action concentrating on the spell. If they move, or cast another spell, Energy Storm will persist for 1 additional round before ending. The environment is affected by the specific energy type, igniting combustible materials, freezing liquids, or shocking conductive targets. Planar energy is notoriously inexact. Rolling 5 or more successes will automatically add +5 yards to the radius of the storm.