Firebolts: Difference between revisions

From Gempunks
as a ranged guard, it makes sense to let you just lock down until you get tired of it, anyways.
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<onlyinclude>{{Spell
<onlyinclude>{{Jpeg|Firebolts|500px}}{{Spell
|name=Firebolts
|name=Firebolts
|tier=Elite
|tier=Elite
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|action=Remain perfectly still
|action=Remain perfectly still
|casttime=[[standard action|Standard Action]]
|casttime=[[standard action|Standard Action]]
|descriptors=[ [[Magic-Damage]] ], [ [[Blaster]] ]
|target=See effect
|target=See effect
|effect=Make a normal [[Ranged Guard]], using a Firebolt special weapon. It deals 1d6+1 Heat damage, lights targets it wounds [[on fire]] and has a 20m/200m range. You may cast this spell again on your next turn without expending a charge.
|effect=Make a normal [[Ranged Guard]], using a Firebolt special weapon. It deals 1d6 Heat damage, lights targets it wounds [[on fire]] and has a 100m/200m range. You may cast this spell again on your next turn without expending a charge.
|ritual=Instead of the normal effect, this becomes a [[bound]] spell targeting a touched creature. If you hit the target with an attack against [[AD]], their eyes are filled with fire, [[blinded|blinding]] them and granting them a [[Thermosympathetic]] sense. If they stop being blind, the spell is unbound. If the spell is unbound, they lose the blindness and the Thermosympathetic sense.
|ritual=Instead of the normal effect, this becomes a [[bound]] spell targeting a touched creature. If you hit the target with an attack against [[AD]], their eyes are filled with fire, [[blinded|blinding]] them and granting them a [[Thermosympathetic]] sense. If they stop being blind, the spell is unbound. If the spell is unbound, they lose the blindness and the Thermosympathetic sense.
}}
}}
</onlyinclude>
</onlyinclude>
[[Category:Spell]]
[[Category:Spell]]

Latest revision as of 21:03, 6 October 2024

 Firebolts
Elite
Bolts of fire shoot from your eyes.
[ Magic-Damage ], [ Blaster ]
Target: See effect
Effect: Make a normal Ranged Guard, using a Firebolt special weapon. It deals 1d6 Heat damage, lights targets it wounds on fire and has a 100m/200m range. You may cast this spell again on your next turn without expending a charge.
Ritual Mode: Instead of the normal effect, this becomes a bound spell targeting a touched creature. If you hit the target with an attack against AD, their eyes are filled with fire, blinding them and granting them a Thermosympathetic sense. If they stop being blind, the spell is unbound. If the spell is unbound, they lose the blindness and the Thermosympathetic sense.