Site Index > Rules > Gameplay > Spell Rules > Nature Spells > Pin Wild |
Pin Wild | |
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Spell Name: | Pin Wild
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School: | Nature
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Spell Level: | 2
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Duration: | Medium (10 Minutes)
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Range: | Tag Bag
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Target: | Character(s) Hit
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Flag: | No
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Dispel: | Yes (Condition)
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Spell Description: | Keep nature creatures, such as fae and animals, from moving, effectively removing them from combat.
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Prerequisite: | A level 1 Nature spell
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Scroll Information | |
Scarce: | No |
Pin can be a powerful tool for removing enemies from a fight.
Description
Because this spell calls for 'Pin Wild!' adding a specific type of creature it affects, it does not count as a compulsion effect. That means it will work on any nature creature, even those that are normally immune to compulsion spells.
At a cost of only 2 power points compared to the normal 3 for pin, this spell is a bit more specialized but when it's relevant it is quite useful for removing enemies from a fight so that you can divide and conquer.
It also generates twice as many tag bags as a standard pin spell.
Effect
Generates four tag bags that call for 'Pin Wild'
Detailed Interactions
Because the call uses the word Nature it does not count as a compulsion effect.
Sample Incants
Septly
I conjure the elemental's gifts to secure I cast Pin Wild
Neutral
Still your rage wild creature, I cast Pin Wild
Evil
Nox will see you rot, Pin Wild upon all you lot
Crafting Costs
Option Name | Ornamenting Craftable | Weaponsmithing Craftable | Craft Point Cost | Description
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Cast Pin Wild | Yes | Yes | 8 | Item casts Pin Wild. May be taken multiple times. Can be cast 1/event for each time taken. |
Categories:
Spells
| Nature Spells
| Level 2 Spells
| Pin Calls
| Nature Creatures
| 4 Tag Bags Spells
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