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Elemental Burst

Magic Points:

2
Range:

60'
AoE:

20' radius
Cast:

1
Duration:

Maintained
Damage:

1d6
Occutism:

30%

Description:

Elemental Blast is an explosive burst of flame, water, air, earth, or soul which delivers damage proportional to the level of the infused Weaves - 1d6 points of damage for each Weave. Each form has ancillary effects based on the element:

Air Bursts create a damaging pressure wave which causes concussive trauma and can damage the surrounding area on a failed opposed roll Flying debris may cause secondary damage or injuries outside the immediate burst radius.

Earth Bursts cause shards of razor sharp rock to spew from a central point lacerating and puncturing targets and the environment. Ricochet damage is possible in enclosed areas.

Fire Bursts creates little pressure as the air itself combusts. Besides causing damage to creatures, the flames ignite all combustible materials within the burst radius, and the heat melts soft metals such as gold, copper, silver, etc. Exposed items require opposed rolls to determine if they are affected, but items in the possession of a creature that rolls a successful POW check are not.

Soul Bursts do not cause physical damage but the Soulless roll their POW check to resist at 1R Disadvantage.

Water Bursts work much like Air Bursts with a 360 degree spherical explosion of water impacting targets like a fire hose on full blast. The area of effect will be drenched and items vunerable to water damage make opposed rolls to avoid harm. Air breathers may need to make a CON check or suffer drowning damage from having water forced into their lungs.

The Occultist points their finger and speaks the range (distance and height) at which the spell is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the Burst (an early impact results in an early detonation). Creatures failing their POW checks each suffer full damage from the blast.

Those who roll successful POW checks manage to dodge, fall flat, or roll aside, each receiving half damage (the Storyteller rolls the damage and each affected creature suffers either full damage or half damage [round fractions down], depending on whether the POW check).

Additional damage due to the Burst's effects should be determined by the Storyteller based on logic and good drama. Storytellers are advised to use the 3 Little Pig rule on opposed rolls to determine if the local environs suffer damage because of the Burst: flimsy surroundings roll at 1R Disadvantage, sturdy structures normally, solid structures at 1R Advantage.