Tremor

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Wm thumb.jpgWarrior Mage Guild
Tremor
Abbreviation: TREM
Prerequisites: Anther's Call or Sure Footing
Slot Cost: 2
Mana Type: Elemental Magic
Spell Type: battle / debilitation, area of effect
Difficulty: intermediate
Prep (min/max): 10 / 66
Skill Range (min/max): 80 / 800
Valid Spell Target: Creature, Area
Duration (min/max): Instant
Description: The Tremor spell shakes the very ground, knocking over anyone without the reflexes to remain on their feet. You can direct it to affect the area around you, or one particular foe depending on your need, though while inside a building or cave it will not expand beyond one foe. When the power of this spell well overcomes your opponents skill, it will even tumble them backwards away from you as the earth ripples and heaves outward.
Effect: Balance damage, possible knock-down or knock-back, pulses
Example Messaging: You gesture.

The earth beneath your feet begins to shake violently!
A black-backed jackal is thrown to the ground by the heaving of the earth! The ground ripples, as a black-backed jackal tumbles away from you.
A black-backed jackal is thrown to the ground by the heaving of the earth! The ground ripples, as a black-backed jackal tumbles away from you.
Roundtime: 3 sec. You gesture.
The earth beneath your feet begins to shake violently!
A sudden shout of "The man's dangerous!" heralds a nearby citizen to run for the guards. It won't be long before the Crossing authorities will try to bring you in for endangering the public.

Contest Type: magic / fortitude

Notes

  • The single-target option was removed on 2/8/2018.
  • The area effect can only be used outdoors.
  • It doesn't mention above that you shouldn't cast this in Justice Zones. Casting in Justice Zones will have you charged with endangering the public.