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 Post subject: Breaking Bolt (Advanced Spell)
PostPosted: Thu Feb 27, 2014 5:34 pm 

Joined: Fri Sep 27, 2013 8:36 am
Posts: 1554
Breaking Bolt
Elemental Bolt + Shatter Bone
Tradition: Elemental Primal Only
Category: Base
CTN: 26
Speed (Strain): 7 (+4) (5 (+3) + 1/2 4 (+2))
Range: 30’ (1 Target)
Duration: Instant
Defense: Avoidance

Effect: Choose an element (Earth, Air, Fire, or Water). Elemental Bolt deals d6 (Primary) damage of the chosen elemental type.
Effect: You break an important bone in your opponent’s body, making use of the appendage difficult or impossible. Roll a d4 to determine which appendage is affected.
1. Right arm
2. Left arm
3. Right leg
4. Left leg
The target suffers a -1 Wound penalty, though does not suffer an actual Wound, as well as suffering a -3 penalty to all Action Skill Rolls requiring the use of a an affected appendage. Lastly, if a leg is affected, the target can no longer stand up.

Adaptation: Increase the CTN by 3, Speed and Strain by 2 to affect an additional Target within range.
Adaptation: Increase the CTN by 6, Speed by 2 and Strain by 4 to change the range to 30’ (10’ Radius).
Adaptation: Increase the CTN by 2 to increase the spell’s range by 30’. This Adaptation may be applied multiple times
Adaptation: Increase the CTN by 3 and Strain by 1 to apply a Die Bump to the damage die. This Adaptation may be applied multiple times.

Special (Healing): The Wound penalty is instantly healed at the end of the Scene, but the broken bone is entirely another matter. The broken bone may be healed though the use of the Mend Wounds spell or one to three weeks of extended care.

Special (Limitation): Any creature may only be under the effects of a single Shatter Bone at a time. Any subsequent casting simply fails until the damage dealt by the spell is healed.

_________________
--Josh Elliott
Oswald val'Inares V, The Seeker of the Val'Inares
Harvester Lord of the Eastern Fields of Iowa


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