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roleplaying:hero:resources:gp:arnulfs_comet

Arnulf's Comet

This spell, a variation on Worndai's Screaming Meteor, creates a flaming missile that flies toward the target, trailing behind it a "tail" of of superheated, noxious gases. The Comet strikes one target, then explodes a moment later, doing damage to everyone within its radius. In addition, any creature caught in the "tail" as the missile passes also takes damage. The initial missile, being solid, can be missile deflected by anyone along its flight path. If this happens, the coinciding explosion does not occur.

College: Forces
Philosophy: Conjuration
Special Effects: Arcane Magic, Forces, Conjuration, Heat/Fire
Effect: RKA 2d6 plus RKA 1d6+1
Casting Time: 1/2 Phase
Target/Area Affected: Special
Duration: Instant
Range: No Range
Active Cost: 62
Skill Roll Penalty: -3
Real Cost: 19
END Cost: 6

Arnulf's Comet: Ranged Killing Attack 2d6 - Area Effect (6 Meter Radius Explosion; +1/4)(37 Active Points); Requires A Power Skill: Conjuration Magic Roll (-1/2), Spell (-1/2), Extra Time (Delayed Phase; -1/4), Gestures (-1/4), Incantations (-1/4), Limited Range (Detonates Only At The Far End Of The Linked Flash's 15 Meter Line; -1/4) plus RKA 1d6+1 - Area Effect (15 Meter Line: +1/4)(25 Active Points) Linked (Ranged Killing Attack; -1/2), No Range (-1/2), Requires A Power Skill: Conjuration Magic Roll (-1/2), Spell (-1/2), Can Be Deflected (-1/4), Gestures (-1/4), Incantations (-1/4).

Spell created by Jack Butler

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roleplaying/hero/resources/gp/arnulfs_comet.txt · Last modified: 2009/08/31 21:29 by 127.0.0.1