Tiglo's Bomb

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Tiglo's Bomb

Dmg: Variable 1d4*10 SP: 35 Level
Sgd: 4d12 S.F., Fatigue 5 minutes Cost: 400 PE +2d12 Super Force damage
Odg: knockback 1d4*10 Save: AGI DC 25 +2 DC (35) +3
Rg: 50’ away Cast: 28 +20' radius (max. 40')
Rd: 20’ +50' range (max. 100')
Dur: 5 charge rounds, instant -100 PE (min. 300)
Required Techs: Dark Bomb OR Light Bomb

This magnesiestic concussive blast ruptures the very fabric of air around the blast point after 5 charge rounds. Those who are struck suffer 4d8 Super Force damage and are flown back 1d4*10 feet and suffer 1 point of damage for every foot flown back (add +10 points of damage if the target hits a wall or other strong object). If they fail a save they become fatigued for 5 minutes. Those who save suffer only half damage, are not knocked back, and do not become fatigued. At levels 5, 10, 20, 30, and 40 the charge is reduced by -1 round, eventually becoming an instant cast.

Synergy Bonus
Light Bomb - Every 3 levels gives Tiglo’s Bomb an additional +5 Super Force damage
Dark Bomb – Every 3 levels provides Tiglo’s Bomb with a +2 to the Save DC

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