Difference between revisions of "MasterOfEntropicFlows"

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  <b>Caste:</b> Subtle Undercurrent\\
 
  <b>Caste:</b> Subtle Undercurrent\\
 
  <b>Min Essence:</b> 5\\
 
  <b>Min Essence:</b> 5\\
  <b>Prereqs:</b> EphemeralTideTechnique
+
  <b>Prereqs:</b> [[EphemeralTideTechnique]]
  
Using this charm, a fae can telekinetically control a number of opponents equal to her permanent essence (as per the charm UndertowsInvisibleGrasp), who are swept up in the air along with any non-massive inanimate objects in their vicinity like large rocks and small trees. Once picked up, she can only move her opponents together in the same direction as a group. She may spend 3 motes per opponent to throw them at the end of the turn, causing appropriate bashing damage. Otherwise they drop to the ground.
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Using this charm, a fae can telekinetically control a number of opponents equal to her permanent essence (as per the charm [[UndertowsInvisibleGrasp]]), who are swept up in the air along with any non-massive inanimate objects in their vicinity like large rocks and small trees. Once picked up, she can only move her opponents together in the same direction as a group. She may spend 3 motes per opponent to throw them at the end of the turn, causing appropriate bashing damage. Otherwise they drop to the ground.
  
 
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<i>Continue to</i> DeepsInfiniteUnderstanding
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<i>Continue to</i> [[DeepsInfiniteUnderstanding]]
  
<i>Back to</i> ChaosCharms
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<i>Back to</i> [[ChaosCharms]]

Revision as of 09:04, 3 April 2010

Master of Entropic Flows</b>

<b>Cost: 7 motes, 2 willpower\\
Duration: One Turn\\
Type: Simple\\
Caste: Subtle Undercurrent\\
Min Essence: 5\\
Prereqs: EphemeralTideTechnique

Using this charm, a fae can telekinetically control a number of opponents equal to her permanent essence (as per the charm UndertowsInvisibleGrasp), who are swept up in the air along with any non-massive inanimate objects in their vicinity like large rocks and small trees. Once picked up, she can only move her opponents together in the same direction as a group. She may spend 3 motes per opponent to throw them at the end of the turn, causing appropriate bashing damage. Otherwise they drop to the ground.


Continue to DeepsInfiniteUnderstanding

Back to ChaosCharms