Pulsar Beam

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Pulsar Beam

Dmg: +4d12 HP SP: 75 Level
Sgd: 4d12 Electric, 4d12 Ice, 4d12 Fire, 4d12 Earth Cost: 1000 PE +1d12 HP
Odg: +10 dodge, +10 strike, +4d12 ST Save: CON DC 40 +4 DC
Rg: None Cast: 40 +1 Elemental dice damage
Rd: 50’ +1d12 ST
Dur: 4 rounds +3 dodge/strike
Required Techs: Proto-Star -150 PE (min. 700)

Calls down a strikebeam of singular energy upon a 50’ radius around the caster. Lightning, ice, flame, and rock twist and writhe within a sun destroying storm. The caster must concentrate through the whole duration else the spell instantly ends. Round 1 causes 4d12 Electric damage to all enemies and gives the caster’s allies a +10 to dodge. Round 2 rains down 4d12 Ice damage and heals allies for 4d12 HP. Round 3 burns with hellfire doing 4d12 Fire damage and gives allies a +10 to strike. Finally round 4 crushes enemies with the might of suns doing 4d12 Earth damage and restoring 4d12 ST on all allies’ armor. The bonus to strike and dodge end when this spell does. Those who save only suffer half damage.

Synergy Bonus
Proto-Star - Every 5 levels reduces the CAST DC of Pulsar Beam by -2

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