Pressure Rise
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Pressure Rise
| Dmg: None | SP: 16 | Level |
| Sgd: 1d6 Fire | Cost: 250 PE | +1d6 Fire damage/+1d6 HP |
| Odg: -1 dodge, +1 strike, +1d6 HP | Save: STR DC 18 | +1 DC (25) +2 |
| Rg: None | Cast: 13 | +5' radius (max. 40') |
| Rd: 20’ | -1 dodge/+1 strike | |
| Dur: Instant | -25 PE (min. 200) | |
| Required Techs: Polar Location |
The character can focus his manipulation to flux the mass of everything within a 20’ radius. The caster must concentrate through the whole duration else the spell instantly ends. On round 1, all enemies have a -1 to dodge. Round 2 gives all the caster’s allies a +1 to strike. Round 3 finally increases the temperature into a brilliant flash of solar radiation causing enemies to suffer 1d6 Fire damage and heals allies for 1d6 HP. Those who save only suffer half damage and are not affected by this spell that round.
Synergy Bonus
Polar Location - Every 5 levels reduces the cost of Pressure Rise by -10

