Difference between revisions of "Red Mist"

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<b>Spell Type:</b> [[Essence Magic|Essence]], [[Blood Magic]]<br />
 
<b>Spell Type:</b> [[Essence Magic|Essence]], [[Blood Magic]]<br />
<b>[[Spell Attributes|Form]]:</b> [[Direct Touch]]/[[Contained]] (touch required to cast, but spell remains contained within target)<br />
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<b>[[Spell Attributes|Form]]:</b> [[Charm]]<br />
 
<b>Function:</b> Utility, Defence<br />
 
<b>Function:</b> Utility, Defence<br />
<b>[[Power Cost]]:</b> Special (equal to one quarter of target's Physique, round up)<br />
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<b>[[Power Cost]]:</b> 1 to 6, Variable<br />
 
<b>[[Spell Duration|Duration]]:</b> [[Maintainable]]<br />
 
<b>[[Spell Duration|Duration]]:</b> [[Maintainable]]<br />
<b>Notes:</b> [[Resisted]]
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<b>Notes:</b> [[Physical]], [[Resisted]]
  
  
This spell taps into the Essence of primal fury that lingers in all blood, infusing its target with a supernatural rage that strengthens them in battle but clouds their judgement. Red Mist's target gains resistance to [[Shock]] and increased [[Stats|Strength]], [[Stats|Willpower]] and [[Initiative]], but loses [[Stats|Intelligence]] and [[Stats|Empathy]] and gains levels of [[Bloodlust]]. In addition Red Mist provides a +1 bonus to all melee attacks, but a -1 penalty to all other actions. After the spell ends its negatives effects linger for a few turns afterwards – fading by one point or level for every full [[Turn]] that the character is free of the spell.
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This spell creates a charm that taps into the Essence of primal fury that lingers in all blood, infusing its holder with a supernatural rage that strengthens them in battle but clouds their judgement. Red Mist's wielder gains resistance to [[Shock]] and increased [[Stats|Strength]], [[Stats|Willpower]] and [[Initiative]], but loses [[Stats|Intelligence]] and [[Stats|Empathy]] and gains levels of [[Bloodlust]]. In addition Red Mist provides a +1 bonus to all melee attacks, but a -1 penalty to all other actions (including [[Reactions]]).  
  
<b>Shock Resistance:</b> 1 x [[Power]] (round up, subtracted from all instances of Shock suffered)<br />
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If an affected character wishes to end his magical rage, he must either discard the charm or successfully resist the spell (unless he is also the spell's caster, in which case he can treat it as [[Refusable]]). After the rage ends its negatives effects linger for a few turns afterwards – fading by one point or level for every full [[Turn]] that the character is free of the spell.
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Red Mist is only effective if its user has [[Stats|Physique]] equal to or less than its Maximum Physique Affected – otherwise it becomes temporarily inactive until provided with sufficient Power or given to someone with a lower Physique.
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<b>Durability:</b> Power x 2<br />
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<b>Maximum Physique Affected:</b> Power x 4 (has no affect on characters with greater Physique than this)<br />
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<b>Shock Resistance:</b> 1 x [[Power]] (subtracted from all instances of Shock suffered)<br />
 
<b>Strength Modifier:</b> x1.5<br />
 
<b>Strength Modifier:</b> x1.5<br />
 
<b>Initiative/Willpower Bonus:</b> +1<br />
 
<b>Initiative/Willpower Bonus:</b> +1<br />

Latest revision as of 19:52, 26 June 2009

Ability Type: Spell, Difficulty 19
Provided By: Blood Magic

Spell Type: Essence, Blood Magic
Form: Charm
Function: Utility, Defence
Power Cost: 1 to 6, Variable
Duration: Maintainable
Notes: Physical, Resisted


This spell creates a charm that taps into the Essence of primal fury that lingers in all blood, infusing its holder with a supernatural rage that strengthens them in battle but clouds their judgement. Red Mist's wielder gains resistance to Shock and increased Strength, Willpower and Initiative, but loses Intelligence and Empathy and gains levels of Bloodlust. In addition Red Mist provides a +1 bonus to all melee attacks, but a -1 penalty to all other actions (including Reactions).

If an affected character wishes to end his magical rage, he must either discard the charm or successfully resist the spell (unless he is also the spell's caster, in which case he can treat it as Refusable). After the rage ends its negatives effects linger for a few turns afterwards – fading by one point or level for every full Turn that the character is free of the spell.

Red Mist is only effective if its user has Physique equal to or less than its Maximum Physique Affected – otherwise it becomes temporarily inactive until provided with sufficient Power or given to someone with a lower Physique.

Durability: Power x 2
Maximum Physique Affected: Power x 4 (has no affect on characters with greater Physique than this)
Shock Resistance: 1 x Power (subtracted from all instances of Shock suffered)
Strength Modifier: x1.5
Initiative/Willpower Bonus: +1
Intelligence/Empathy Penalty: -3 (fades by one point per turn after spell ends)
Bloodlust Gained: 5 Levels (fades by one level per turn after spell ends)
Melee Attack Bonus: +1 AM
Penalty to All Other Actions: -1 (fades one turn after spell ends)