Catalog / Spells / Damage Field
Damage Field
Spells · Abjuration
- Creation
- Damage
You surround the target with a dangerous field. At the end of each affected creature's turn, every creature adjacent to it (allies included) automatically takes 2d6 damage.
Area deliveries cost double Strain for this spell.
Optional Modifiers
- Self Preservation (+2): You are immune to your own field.
- Damage Boost (+2): The field deals 2d8 damage (3d8 on your critical success) instead of 2d6.
- ★ Greater Damage Field (+4): The field deals 4d6 Heavy damage (5d6 on your critical success). [School Mastery, 6+ ranks]
- Mobile (+2): Requires Self Preservation. You can detach the field from yourself and move it up to your normal delivery range each round for 1 AP.
Critical Success
The field deals 3d6 damage instead.