Wrath of Kaze-no-Kami
AirDescrição
When stirred to wrath through the deepest secrets of the shugenja’s art, the spirits of the wind become a howling tornado, spinning around the priest and raising them from the ground while devastating everything in reach; uprooting trees, shattering buildings, and crushing foes.
Nomes em outras tradições
- Bottled Typhoon (Alchemy)
- Utaku's Stampede (Ancestral)
- The Air Dragon's Fury (Elemental)
Regras
- Ativação
As an Attack action, you may make a TN 5 Theology (Air) check targeting each character at range 2–4.
- Efeitos
If you succeed, you summon a hurricane that buffets all characters in range. At the end of each of your turns, each target in range must resist with a TN 4 Fitness check (Earth 5, Fire 2) or suffer supernatural damage equal to your Air Ring and suffer the Disoriented condition. The hurricane persists for a number of rounds equal to your Air Ring and can destroy objects or structures at your GM's discretion.
Novas oportunidades
Air : You may end the hurricane at any time as an action.
Air +: If you succeed, each target who fails the Fitness check at the end of this turn is hurled a number of range bands away from you equal to spent this way. Upon landing, each target hurled this way suffers the negative effects of falling the number of range bands they moved (see Falling on page 269).
Air : While within the hurricane, you can fly, moving vertically and ignoring the effects of terrain.
Texto do livro
Core Rulebook · Chapter 4: Techniques › Invocations › Air Invocations › Wrath of Kaze-no-Kami Rank 5 · p. 196
Mostrar o texto como impresso
Bottled Typhoon (Alchemy), Utaku's Stampede (Ancestral), The Air Dragon's Fury (Elemental)
When stirred to wrath through the deepest secrets of the shugenja’s art, the spirits of the wind become a howling tornado, spinning around the priest and raising them from the ground while devastating everything in reach; uprooting trees, shattering buildings, and crushing foes.
Activation: As an Attack action, you may make a TN 5 Theology (Air) check targeting each character at range 2–4.
Effects: If you succeed, you summon a hurricane that buffets all characters in range. At the end of each of your turns, each target in range must resist with a TN 4 Fitness check (Earth 5, Fire 2) or suffer supernatural damage equal to your Air Ring and suffer the Disoriented condition. The hurricane persists for a number of rounds equal to your Air Ring and can destroy objects or structures at your GM's discretion.
New Opportunities
Air : You may end the hurricane at any time as an action. Air +: If you succeed, each target who fails the Fitness check at the end of this turn is hurled a number of range bands away from you equal to spent this way. Upon landing, each target hurled this way suffers the negative effects of falling the number of range bands they moved (see Falling on page 269). Air : While within the hurricane, you can fly, moving vertically and ignoring the effects of terrain.
