Seed: Energy: Difference between revisions

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This Seed allows sorcerers to reach into their chosen plane and draw devastating elemental energy through a portal to be released in a semi-controllable blast. Sorcerers with at least 1 rank in this Seed may draw flickering energy of their chosen type into an open hand producing light equivalent to a torch. This is most often done to intimidate or warn targets of their impending doom.
This Seed allows sorcerers to reach into their chosen plane and draw devastating elemental energy through a portal to be released in a semi-controllable blast. Sorcerers with at least 1 rank in this Seed may draw flickering energy of their chosen type into an open hand producing light equivalent to a torch. This is most often done to intimidate or warn targets of their impending doom.


Planar energy is notoriously inexact. Rolling a Critical Success (5 or more success) will expand the distance by 10% to a minimum of +1 yard.
Planar energy is notoriously inexact. Rolling a Critical Success (5 or more successes) will expand the distance by 10% to a minimum of +1 yard.


=Rank 1 - Energy Blast=
=Rank 1 - Energy Blast=
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|Effect:  
|Effect:  
||As Energy Blast, except creates a devastating storm of energy that deals Rank dice in damage each round. The eye of the storm will follow the caster’s movement, but only at a 5 yard speed.
||As Energy Blast, except creates a devastating storm of energy that deals 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.
|-
|-
|Push:  
|Push:  
||+1 Potency
||+1 Potency
|}
|}

Revision as of 13:59, 21 May 2018

This Seed allows sorcerers to reach into their chosen plane and draw devastating elemental energy through a portal to be released in a semi-controllable blast. Sorcerers with at least 1 rank in this Seed may draw flickering energy of their chosen type into an open hand producing light equivalent to a torch. This is most often done to intimidate or warn targets of their impending doom.

Planar energy is notoriously inexact. Rolling a Critical Success (5 or more successes) will expand the distance by 10% to a minimum of +1 yard.

Rank 1 - Energy Blast

Area: Cone 3 yards wide
Range: 5 Yards long
Casting: Verbal, Somatic
Defense: Magic
Effect: You unleash a short ranged blast of magical energy. An energy type native to your chosen plane must be selected when the Seed is learned and may not be changed.
  • Fire - Applies Burning to targets.
  • Frost - Applies Frost to targets.
  • Lightning - Applies Shock to targets.
Push: +1 Potency


Rank 2 - Energy Nova

Area: 5 Yard radius
Range: Self
Effect: As Energy Blast, except you send planar energies outwards in a circular nova.
Push: +1 Potency, +1 Range (1 yard)


Rank 3 - Energy Wave

Range: 20 yards long
Area: 5 yards wide
Effect: As Energy Blast, except you send a broad wave of planar power rushing forward. Rank 4 and Rank 5 each add 5 yards to the range.
Push: +1 Potency


Rank 4 - Energy Beam

Area: 1 yard wide
Range: 10 yards x Rank
Target: 1 target
Effect: As Energy Blast, except you unleash a beam of planar energy as long as you concentrate. This spell requires a full round action, and may be maintained once cast with no additional mana cost until you take any other action, or 5 rounds have passed. If a target is slain by the beam, another target in the path of the beam may take damage.
Push: +1 Potency


Rank 5 - Energy Storm

Area: 100 Yard radius, 5 Yard radius eye is unaffected
Range: Self
Casting: Verbal, Somatic
Duration: 10 Rounds
Effect: As Energy Blast, except creates a devastating storm of energy that deals 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.
Push: +1 Potency