Engulf Spell in Shadowrun | World Anvil

Engulf

ENGULF
Type: P Action: Complex
Range: Touch Duration: Sustained  

This allows a critter to draw a target into itself or the terrain it controls, smothering or otherwise enveloping the target and causing damage. This is a melee attack. If it succeeds, it inflicts damage equal to its Magic x 2 (see below for specific effects by element), and the critter has engulfed its target in its grasp. Net hits on the melee attack increase this damage normally. The target gets a Damage Resistance Test as normal, using Body + Armor; the attack has an AP of –(critter’s Magic).

Once engulfed, a target is trapped and cannot move. Every time its Action Phase comes up after this, until the target escapes, the critter automatically inflicts damage as above; the target gets to resist each time as above. On the target’s Action Phase, he may use a Complex Action to try to escape. To attempt escape, make an Opposed Test, rolling the target’s Strength + Body against the critter’s Magic + Body. If the target wins, she escapes and takes no more damage from the attack.

Some engulf powers have secondary effects; these are described here.

 

Air Engulf: The victim resists Stun as if from an inhalation- vector toxin attack (p. 408, CRB). Armor does not protect against this attack, but other protective gear might (Toxin and Drug Protection Table, p. 408, CRB). If the victim passes out from Stun damage, she continues to take damage, with the Stun damage overflowing into Physical damage as normal.

 

Earth Engulf: The target resists Physical damage.

 

Fire Engulf: The victim resists Fire Damage (p. 171, CRB).

 

Water Engulf: The victim resists Stun damage. This is rougher than normal drowning, because the critter is capable of exerting great pressure on the victim. Victims who pass out from Stun damage continue to take damage after falling unconscious, with the Stun damage overflowing into Physical damage as normal.


(p396 CRB)