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priority:magic:spells:tier5:energy_mine [2025/02/18 12:27] – created reonpriority:magic:spells:tier5:energy_mine [2025/02/18 12:30] (current) – [Energy Detonation] reon
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-====== Energy Detonation ======+====== Energy Mine ======
  
 **School:** Evocation **School:** Evocation
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 When this spell is learned you must select Fire, Electricity, Acid, Cold or Sonic. That is the elemental damage dealt. You may learn this spell additional times, each time selecting a new element. Alternatively, you may learned an Aligned Energy version and select one of the following Energy types Anarchic, Axiomatic, Holy, Primal or Unholy. The saving throw is Reflex save for Elemental Energy and a Will save for Aligned Energy.  When this spell is learned you must select Fire, Electricity, Acid, Cold or Sonic. That is the elemental damage dealt. You may learn this spell additional times, each time selecting a new element. Alternatively, you may learned an Aligned Energy version and select one of the following Energy types Anarchic, Axiomatic, Holy, Primal or Unholy. The saving throw is Reflex save for Elemental Energy and a Will save for Aligned Energy. 
  
-When casting Energy Mine an invisible Arcane Rune is place on a square or Object. A trigger is selected to detonate the rune causing the spell effect to take place. By default a caster may select if a creature move into or out of the square, if the item is touched, if a portal/container is opened or if a certain amount of time passes. The rune lasts up to a number of minutes equal to caster level and may be dismissed as a Free Action by the caster. If the Rune is detected (Search check equal to 25 + CL of caster. Detecting the Rune also determines the trigger set) it can be dispelled or disabled using Disable Device (DC = 15 + Caster Level).+When casting Energy Mine an invisible Arcane Rune is place on a square or Object. A trigger is selected to detonate the rune causing the spell effect to take place. By default a caster may select if a creature move into or out of the square, if the item is touched, if a portal/container is opened or if a certain amount of time passes. The rune lasts up to a number of minutes equal to caster level and may be dismissed as a Free Action by the caster. If the Rune is detected (Search DC = 25 + CL of caster. Detecting the Rune also determines the trigger set) it can be dispelled or disabled using Disable Device (DC = 15 + CL of caster).
  
 Energy Mine deals 2d6 points of Energy damage per MP spent, up to a maximum of number of dice equal to your Caster Level. Example: At CL 15 Caleb spends 8 MP to deal 15D4 of Acid damage when casting Energy Mine. Energy Mine deals 2d6 points of Energy damage per MP spent, up to a maximum of number of dice equal to your Caster Level. Example: At CL 15 Caleb spends 8 MP to deal 15D4 of Acid damage when casting Energy Mine.
  
 Additional MP may be spent to increase how long the rune lasts after being initially cast. By spending an additional 4 MP it can last 1 hour per CL, spending 8 MP increases it to 1 day per CL, and finally spending and additional 3 MP per 1d6 damage the Rune can be made permanent. A Rune made to be permanent has a flat DC of 25 to be found or disabled. Additional Triggers may be possible by spending additional MP, Time casting, or crafting parts, but is up to the GM to approve of and determine requirements. Additional MP may be spent to increase how long the rune lasts after being initially cast. By spending an additional 4 MP it can last 1 hour per CL, spending 8 MP increases it to 1 day per CL, and finally spending and additional 3 MP per 1d6 damage the Rune can be made permanent. A Rune made to be permanent has a flat DC of 25 to be found or disabled. Additional Triggers may be possible by spending additional MP, Time casting, or crafting parts, but is up to the GM to approve of and determine requirements.