Difference between revisions of "Fire Rune"

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<b>Provided By:</b> [[Advanced Pyrokinetics]]
 
<b>Provided By:</b> [[Advanced Pyrokinetics]]
  
<b>Spell Type:</b> [[Elemental Magic|Elemental]], [[Fire Magic|Fire]]<br />
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<b>Spell Type:</b> [[Elemental Magic|Elemental]], [[Pyrokinetics|Fire]]<br />
<b>[[Spell Attributes|Form]]:</b> [[Enchanted Item]]/[[Direct Touch]] (contact with item required when casting), [[Aura]] (the explosion itself)<br />
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<b>[[Spell Attributes|Form]]:</b> [[Enchanted Item]], [[Aura]]<br />
 
<b>Function:</b> Offensive<br />
 
<b>Function:</b> Offensive<br />
<b>[[Power Cost]]:</b> 2 to 8<br />
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<b>[[Power Cost]]:</b> 2 to 4, [[Overcharge]]<br />
 
<b>[[Spell Duration|Duration]]:</b> [[Conditionally Maintainable]] (spell ends after trap goes off)<br />
 
<b>[[Spell Duration|Duration]]:</b> [[Conditionally Maintainable]] (spell ends after trap goes off)<br />
  

Latest revision as of 17:29, 1 June 2009

Ability Type: Spell, Difficulty 20
Provided By: Advanced Pyrokinetics

Spell Type: Elemental, Fire
Form: Enchanted Item, Aura
Function: Offensive
Power Cost: 2 to 4, Overcharge
Duration: Conditionally Maintainable (spell ends after trap goes off)


This versatile spell places a pressure-sensitive explosive ward on the surface of an object, useful both for placing traps or for enhancing the damage of a projectile. The rune reacts to any sudden change in pressure (such as being trodden on, or the object it is placed on being thrown against a hard surface) by triggering an explosion of fire. If a Fire Rune is placed on a weapon or projectile, its own damage takes precedence over that normally done by the base item – with the spell inflicting full damage but the physical attack that triggered it suffering from a -1 DC modifier.

The Caster’s touch will not activate the spell, but anyone else touching the rune must make a Dex + Spellcasting check equal to, or greater than, the spell’s Casting Total in order to avoid setting it off. The Caster may choose to disable or re-enable the rune’s detection abilities at any time – although this requires touch. If, for some reason, the ward goes off whilst the Caster is within its area of effect he takes damage as normal.

Blast Damage: Power x 15 Explosive
Blast Volume: Sphere with radius of 1.5m x Power
Blast Illumination: 1 x Power
Damage Penalty for Base Item: -1 DC