Waves of Energy
Waves of Energy by Zalza!
The VaM-style spell today is Waves of Energy- the title coming from this song by Zalza.
I love chiptunes - and this Zalza track is among my favorites - it feels to me like it is going in one directions, like a skater doing a line, or a arrow flying towards a target - very motivating, thank you so much Alexander!
the strength and vitality required for sustained physical or mental activity.
a person's physical and mental powers, typically as applied to a particular task or activity.
power derived from the utilization of physical or chemical resources, especially to provide light and heat or to work machines.
the property of matter and radiation which is manifest as a capacity to perform work (such as causing motion or the interaction of molecules).
a degree or level of energy possessed by something or required by a process.
Here is the spell's effects!
Waves of Energy
Duration: Until all waves are used up
Range: Caster
This spell may only be cast in combat – if it is cast before anyone else takes an action – the caster gains one additional Dynamic wave.
The caster is overcome with a powerful sense of agency – others will see crackling blue leaping bolts of electricity arc all over their body, jumping from hair to hair – all of their hair will stand on end once this spell is cast.
They get three kinds of waves:
Three Galvanic waves
One Dynamic wave
Two Static waves
Galvanic waves grant 3 actions the turn they crest,
Dynamic waves grant an action for each wave preceding them when they crest,
Static waves require the caster to do nothing but tense with electricity when they crest.
The caster will apportion their waves – they pick the order of these waves when the spell is cast, and then they get one wave that crests, once each turn, until each has crested – this includes the turn Waves of Energy is cast.
Miscast Table
1 – When the spell is cast, roll 1d4, and this many Static waves are added, for each new Static wave rolled in this fashion, lose one Dynamic or Galvanic Wave.
2 – The caster must save vs magic when each wave crests on their turns – if they fail they are given an electric shock – the severity and effects of which are up to the referee to decide.
3 – If the caster is within 15’ of another living thing when a wave crests – the effects of that wave affect the living thing instead of the caster, a blue arc of electricity leaps from the caster to the living thing, and the caster must take a normal turn. The waves will crest on the affected’s next turn.
4 – When the spell is cast, roll 1d6, and this many Static waves are added, for each new Static wave rolled in this fashion, lose one Dynamic or Galvanic Wave.
5 – The caster must save vs magic when each wave crests on their turns – if they fail they take 1 damage for each uncrested wave that is in their future.
6 – if the caster is within 35’ of another living thing when a wave crests – the effects of that wave affect all the living things in 35’ or less instead of the caster, blue arcs of electricity leap from the caster to the living things, and the caster must take a normal turn. Those waves will crest on the affected’s next turns.
7 – When the spell is cast, roll 1d8, and this many Static waves are added, for each new Static wave rolled in this fashion, lose one Dynamic or Galvanic Wave.
8 – The caster must save vs magic twice when each wave crests on their turns – if they fail either save they gain one Static wave at the end of their current planned waves.
9 – If the caster is within 75’ of another living thing when a wave crests – the effects of that wave affect all the living things in 75’ or less instead of the caster, blue arcs of electricity leap from the caster to the living things, and the caster must take a normal turn. Each living thing beyond the first removes a future wave. Those waves will crest on the affected’s next turns.
10 – When the spell is cast, roll 1d12, and this many Static waves are added, for each new Static wave rolled in this fashion, lose one Dynamic or Galvanic Wave.
11 – The caster must save vs magic when each wave crests on their turns – if they fail they are electrocuted till’ they turn to pure carbon.
12 – If the caster is within 100’ of another living thing when a wave crests – all of their future waves are granted to the nearest living thing – blue arcs of electricity leap from the caster to the living thing, and the caster must take a normal turn.
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