Continuum
Time will put your enemies in the ground.Continuum is an idiom smithed by merging the noun of Time with the verb Blow.
The caster concentrates and expels a plume of temporal energy in a cone from an appendage or mouth. Once the idiom stops being maintained, the plume remains active for 1 turn. Upcasting the idiom increases this duration. If expelled from the mouth, the idiom doesn't cost any Hand Point, but can only be maintained for 1 round + the caster's Constitution Modifier. At the end of this duration, the caster starts Suffocating. When maintained, the plume persists and hits every entity that starts its turn in it or enter its area of effect. The entity must pass the idiom's Saving Throw every time this happens.
SELF
If expelled by the mouth, the caster must not be Suffocating.
Gradation
Effect
Critical Failure
The target is violently hit by the plume. The attack turns into a Critical Hit.
Failure
The target is hit full force by the plume.
Partial Failure
The target avoids parts of the plume. Reduces damage by one Damage Tick.
Partial Success
The target avoids parts of the plume. Reduces damage by one Damage Tick.
Success
The target avoids parts of the plume. Damage is halved.
Critical Success
The target avoids most of the plume. Damage is divided by 4.
AoE
length
Cost
Effect
5 (+1)
Once the idiom stops being maintained, its area of effect stays active for 2 turns.
6 (+2)
Once the idiom stops being maintained, its area of effect stays active for 3 turns.
7 (+3)
Once the idiom stops being maintained, its area of effect stays active for 4 turns.
8 (+4)
Once the idiom stops being maintained, its area of effect stays active for 5 turns.
9 (+5)
Once the idiom stops being maintained, its area of effect stays active for 6 turns.
10 (+6)
Once the idiom stops being maintained, its area of effect stays active for 7 turns.












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