PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 25, 2019 2:20:20 GMT
if it's animated it's garbage in Logan's Opinion... Unless it's The Simpsons...or South Park...or... yeah, the exceptions are tiny... easier to name them and just blanket with animated is garbage I don't understand this.
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Feb 25, 2019 21:20:57 GMT
Animated does not equal anime.
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Post by logan9a on Feb 27, 2019 14:26:49 GMT
Holy shit - right here we have one huge branch.
Fast Swim
Casting time: 1 rd Range: self Duration: 10 minutes MP cost: 4 mp
Description: for 10 minutes you swim at normal land movement speed, swim roll to move sprint speed.
Fast Swim other
Casting time: 1 rd Range: 3m Duration: 10 minutes MP cost: 6 mp
Description: for 10 minutes you and up to two of your buddies swim at normal land movement speed, swim roll to move sprint speed.
Fast Swim - travel
Casting time: 1 rd Range: self Duration: up to 8 hours MP cost: 6 mp
Description: For up to eight hours you swim at normal land movement speed, swim roll to move sprint speed.
Fast Swim other
Casting time: 1 rd Range: 3m Duration: 10 minutes MP cost: 8 mp
Description: For up to eight hours you and up to two of your buddies swim at normal land movement speed, swim roll to move sprint speed.
Calm Water Walk [credit: Chris, Freddy, Scott]
Casting time: 1 minute Range: self Duration: Up to 8 hours MP cost: 6
Description: The user can walk on calm water for up to eight hours. If the water has a current, the current will move you like a conveyor belt while you are walking on the water (e.g., crossing a river, you will end up downstream from where you started out). This spell does not work if the water is too rough. If the water becomes rough while the caster is walking upon it, they will sink like a heavy turd and probably drown. The spell effect ends when land is reached. Note, you cannot do this if the GM thinks you are heavily encumbered.
Group Calm Water Walk [credit: Chris, Freddy, Scott]
Casting time: 1 minute Range: self Duration: Up to 8 hours MP cost: 8
Description: The user and up to two friends can walk on calm water for up to eight hours. If the water has a current, the current will move you like a conveyor belt while you are walking on the water (e.g., crossing a river, you will end up downstream from where you started out). This spell does not work if the water is too rough. If the water becomes rough while the caster is walking upon it, they will sink like a heavy turd and probably drown. The spell effect ends when land is reached. Note, you cannot do this if the GM thinks you are heavily encumbered.
Rough Water Walk [credit: Chris, Freddy, Scott]
Casting time: 1 minute Range: self Duration: Up to 1 hour MP cost: 6
Description: The user can walk on calm or rough water for up to one hour. If the water has a current, the current will move you like a conveyor belt while you are walking on the water (e.g., crossing a river, you will end up downstream from where you started out). This spell does not work if the waves are breaking. If the waves break while the caster is walking upon it, they will sink like a rock and probably drown. The spell effect ends when land is reached. Note, you cannot do this if the GM thinks you are heavily encumbered.
Group Rough Water Walk [credit: Chris, Freddy, Scott]
Casting time: 1 minute Range: self Duration: Up to 1 hour MP cost: 8
Description: The user and up to two friends can walk on calm or rough water for up to one hour. If the water has a current, the current will move you like a conveyor belt while you are walking on the water (e.g., crossing a river, you will end up downstream from where you started out). This spell does not work if the waves are breaking. If the waves break while the caster is walking upon it, they will sink like a rock and probably drown. The spell effect ends when land is reached. Note, you cannot do this if the GM thinks you are heavily encumbered.
Water Ski on Water [credit: Chris, Freddy, Scott]
Casting time: 1 minute Range: self Duration: Up to 1 hours MP cost: 6
Description: The user can ski on water (without skis) for up to one hours. This requires rolling the Water Skiing (different than downhill or cross country skiing) skill. If you fail the Water Skiing roll the spell ends and you will probably drown. This spell propels you forward at speeds of up to 50 KPH. The GM may assign negatives depending on how rough the water is. Note, you cannot do this if the GM thinks you are heavily encumbered.
Water Ski on Water with friends! [credit: Chris, Freddy, Scott]
Casting time: 1 minute Range: 1m Duration: Up to 1 hours MP cost: 8
Description: The user and up to two friends can ski on water (without skis) for up to one hours. This requires rolling the Water Skiing (different than downhill or cross country skiing) skill. If anyone fails the Water Skiing roll the spell ends for that person and they will probably drown. This spell propels anyone making the water skiing roll forward at speeds of up to 50 KPH. The GM may assign negatives depending on how rough the water is. Note, you cannot do this if the GM thinks you are heavily encumbered (and picking up other people is right out).
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Post by logan9a on Feb 27, 2019 15:07:53 GMT
Added to.
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