Dishevel
Spell | Dishevel |
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Effects Summary | This spell is a part of the Dishevel spell chain and rune stone. When this manipulation is created wind starts rapidly pushing the target around in place. The spell smacks the target around doing 3d20 points of damage and then just breaks away, leaving the target dizzy. This causes the target to be able to move or use spells and skills while it gets itself back together for that round, but can still attack and defend. Once the round is over the target is affected by Imbalance and must make agility checks to move or fall for the rest of the duration of the spell. |
Effects | This spell is a part of the Dishevel spell chain and can be found in the Dishevel rune stone. When this manipulation is created wind starts rapidly pushing the target around in place. The spell smacks the target around doing 3d20 points of damage and then just breaks away, leaving the target dizzy. This causes the target to be able to move or use spells and skills while it gets itself back together for that round, but can still attack and defend. Once the round is over the target is affected by Imbalance and must make agility checks to move or fall for the rest of the duration of the spell. Stat Cost: 15 Soul |
Level Effects Summary | Level 2 Upgrade: Increase damage by 1d10. Level 3 Upgrade: Increase damage by 1d10. Level 4 Upgrade: Increase damage by 1d10. |
Level 2 Effects | Level 2 Upgrade: Increase damage by 1d10. Stat Cost: 20 Soul |
Level 3 Effects | Level 3 Upgrade: Increase damage by 1d10. Stat Cost: 25 Soul |
Level 4 Effects | Level 4 Upgrade: Increase damage by 1d10. Stat Cost: 30 Soul |
Rune Stone Effect | Weapon Effect: Dishevel Critical Hit causes Imbalance |
Stat Cost | 15 Soul; + 5 per level |
Casting Speed | 2; + 0.5 per level |
Range & Area | 1 target |
Success Rate | Level 1: 60/90 Level 2: 50/80 Level 3: 40/70 Level 4: 30/60 |
Cost to Acquire | This is a Tier 1 spell Level 1: 25/50 |
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